Red and Ted's Road Show

Partial

Williams1994WPCwilliams.red-and-ted-s-road-show.1994

1 unresolved conflict

  • Legacy sources disagree on label: 'ROM Started' versus 'Ted Motor Direction'. binding:pinmame.output.solenoid/19/None

Wire it up

what an authoring tool needs first
Bind this ROM
rs_l6

15 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 (71)
Solenoids
1–48 (34)
Lamps
11–88 (64)
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.

71 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.

71 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
Ted's Mouth
switch.ted-s-mouth
candidate
12
Bulldozer Down
switch.bulldozer-down
candidate
13
Start Button
switch.start-button
candidate
14
Plumb Bob TiltNC
switch.plumb-bob-tilt
candidate
15
Bulldozer Up
switch.bulldozer-up
candidate
16
Right Outlane
switch.right-outlane
candidate
17
Right Outer Inlane
switch.right-outer-inlane
candidate
18
Right Inner Inlane
switch.right-inner-inlane
candidate
21
Slam Tilt
switch.slam-tilt
candidate
22
Coin Door ClosedNC
switch.coin-door-closed
candidate
23
Buy-In Button
switch.buy-in-button
candidate
24
Always ClosedNC
switch.always-closed
candidate
25
Red's Mouth
switch.red-s-mouth
candidate
26
Left Outlane
switch.left-outlane
candidate
27
Left Inlane
switch.left-inlane
candidate
28
Blast Zone Targets
switch.blast-zone-targets
candidate
31
Skill Shot Lower
switch.skill-shot-lower
candidate
32
Skill Shot Upper
switch.skill-shot-upper
candidate
33
Shooter Lane
switch.shooter-lane
candidate
34
Radio Riot Targets
switch.radio-riot-targets
candidate
35
Red Standup Upper
switch.red-standup-upper
candidate
36
Red Standup Lower
switch.red-standup-lower
candidate
37
Hit Red (Red's Jaw)
switch.hit-red-red-s-jaw
candidate
38
Right Loop Exit
switch.right-loop-exit
candidate
41
Trough Jam
switch.trough-jam
candidate
42
Trough 1
switch.trough-1
candidate
43
Trough 2
switch.trough-2
candidate
44
Trough 3
switch.trough-3
candidate
45
Trough 4
switch.trough-4
candidate
46
Right Loop Enter
switch.right-loop-enter
candidate
47
Bulldozer Hit
switch.bulldozer-hit
candidate
48
Hit Ted (Ted's Jaw)
switch.hit-ted-ted-s-jaw
candidate
51
Spinner
switch.spinner
candidate
52
Lockup 1
switch.lockup-1
candidate
53
Lockup 2
switch.lockup-2
candidate
54
Lock Kickout
switch.lock-kickout
candidate
55
Right Ramp Exit
switch.right-ramp-exit
candidate
56
Left Ramp Exit
switch.left-ramp-exit
candidate
57
Left Ramp Enter
switch.left-ramp-enter
candidate
58
Left Shooter Lane
switch.left-shooter-lane
candidate
61
Left Slingshot
switch.left-slingshot
candidate
62
Right Slingshot
switch.right-slingshot
candidate
63
Left Jet Bumper
switch.left-jet-bumper
candidate
64
Top Jet Bumper
switch.top-jet-bumper
candidate
65
Right Jet Bumper
switch.right-jet-bumper
candidate
71
Right Ramp Enter
switch.right-ramp-enter
candidate
72
Right Ramp Exit (Center)
switch.right-ramp-exit-center
candidate
73
Flying Rocks 5X Blast
switch.flying-rocks-5x-blast
candidate
74
Flying Rocks Radio Riot
switch.flying-rocks-radio-riot
candidate
75
Flying Rocks Extra Ball
switch.flying-rocks-extra-ball
candidate
76
Flying Rocks Top
switch.flying-rocks-top
candidate
77
Upper Blast Zone
switch.upper-blast-zone
candidate
78
Start City
switch.start-city
candidate
81
White Standup Target
switch.white-standup-target
candidate
82
Red Standup Target
switch.red-standup-target
candidate
83
Yellow Standup Target
switch.yellow-standup-target
candidate
84
Orange Standup Target
switch.orange-standup-target
candidate
85
Left Mini Flipper Loop Top
switch.left-mini-flipper-loop-top
candidate
86
Left Mini Flipper Loop Bottom
switch.left-mini-flipper-loop-bottom
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
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

26
26 shown
# Name Device ID Evidence
1
Trough Eject
device.trough-eject candidate
2
Lower Left Diverter
device.lower-left-diverter candidate
3
Lockup Pin
device.lockup-pin candidate
4
Upper Left Diverter
device.upper-left-diverter candidate
5
Upper Right Diverter
device.upper-right-diverter candidate
6
Start City Eject
device.start-city-eject candidate
7
Knocker
device.knocker candidate
8
Lock Kickout
device.lock-kickout candidate
9
Ted Eyes Left
device.ted-eyes-left candidate
10
Ted Lids Down
device.ted-lids-down candidate
11
Ted Lids Up
device.ted-lids-up candidate
12
Ted Eyes Right
device.ted-eyes-right candidate
13
Red Lids Down
device.red-lids-down candidate
14
Red Eyes Left
device.red-eyes-left candidate
15
Red Lids Up
device.red-lids-up candidate
16
Red Eyes Right
device.red-eyes-right candidate
17
Red Mouth Motor
device.red-mouth-motor candidate
18
Red Motor Direction
device.red-motor-direction candidate
19
ROM Started
device.game-on candidate
20
Ted Mouth Motor
device.ted-mouth-motor candidate
23
Bulldozer Motor
device.bulldozer-motor candidate
24
Red's Mouth Eject
device.red-s-mouth-eject candidate
28
Shaker Motor
device.shaker-motor candidate
34
Upper Left Flippers
device.upper-left-flippers candidate
46
Right Flipper
device.right-flipper candidate
48
Left Flipper
device.left-flipper candidate

Flashers

8
8 shown
# Name Device ID Evidence
37
Little Flipper Flasher
device.little-flipper-flasher candidate
38
Left Ramp Flasher
device.left-ramp-flasher candidate
39
Back White Flashers
device.back-white-flashers candidate
40
Back Yellow Flashers
device.back-yellow-flashers candidate
41
Back Red Flashers
device.back-red-flashers candidate
42
Blasting Zone Flashers
device.blasting-zone-flashers candidate
43
Right Ramp Flasher
device.right-ramp-flasher candidate
44
Jets Flasher
device.jets-flasher candidate

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 Evidence
11
Wheel Award 1
lamp.wheel-award-1 candidate
12
Wheel Award 2
lamp.wheel-award-2 candidate
13
Wheel Award 3
lamp.wheel-award-3 candidate
14
Wheel Award 4
lamp.wheel-award-4 candidate
15
Wheel Award 5
lamp.wheel-award-5 candidate
16
Wheel Award 6
lamp.wheel-award-6 candidate
17
Wheel Award 7
lamp.wheel-award-7 candidate
18
Wheel Award 8
lamp.wheel-award-8 candidate
21
Wheel Award 9
lamp.wheel-award-9 candidate
22
Wheel Award 10
lamp.wheel-award-10 candidate
23
Wheel Award 11
lamp.wheel-award-11 candidate
24
Wheel Award 12
lamp.wheel-award-12 candidate
25
Lock
lamp.lock candidate
26
Extra Ball (Lock Area)
lamp.extra-ball-lock-area candidate
27
Day of Week
lamp.day-of-week candidate
28
Day of Week
lamp.day-of-week.28 candidate
31
Right Ramp Arrow
lamp.right-ramp-arrow candidate
32
Right Ramp Made
lamp.right-ramp-made candidate
33
Left Ramp Arrow
lamp.left-ramp-arrow candidate
34
Left Ramp Made
lamp.left-ramp-made candidate
35
Shoot Here (Left)
lamp.shoot-here-left candidate
36
Shoot Here (Center)
lamp.shoot-here-center candidate
37
Multiball
lamp.multiball candidate
38
City Advance
lamp.city-advance candidate
41
Right Outlane
lamp.right-outlane candidate
42
Right Inlane
lamp.right-inlane candidate
43
Radio / Center Playfield Insert
lamp.radio-center-playfield-insert candidate
44
Left Inlane
lamp.left-inlane candidate
45
Bonus 2X
lamp.bonus-2x candidate
46
Bonus 3X
lamp.bonus-3x candidate
47
Bonus 4X
lamp.bonus-4x candidate
48
Bonus 5X
lamp.bonus-5x candidate
51
US Map / City 1
lamp.us-map-city-1 candidate
52
US Map / City 2
lamp.us-map-city-2 candidate
53
US Map / City 3
lamp.us-map-city-3 candidate
54
US Map / City 4
lamp.us-map-city-4 candidate
55
US Map / City 5
lamp.us-map-city-5 candidate
56
US Map / City 6
lamp.us-map-city-6 candidate
57
US Map / City 7
lamp.us-map-city-7 candidate
58
US Map / City 8
lamp.us-map-city-8 candidate
61
US Map / Border 1
lamp.us-map-border-1 candidate
62
US Map / Border 2
lamp.us-map-border-2 candidate
63
US Map / Border 3
lamp.us-map-border-3 candidate
64
US Map / Border 4
lamp.us-map-border-4 candidate
65
Left Outlane
lamp.left-outlane candidate
66
Left Return Lane
lamp.left-return-lane candidate
67
Blast Zone Targets
lamp.blast-zone-targets candidate
68
Radio Riot Targets
lamp.radio-riot-targets candidate
71
Red Standup Upper
lamp.red-standup-upper candidate
72
Red Standup Lower
lamp.red-standup-lower candidate
73
Right Loop Arrow
lamp.right-loop-arrow candidate
74
Left Loop Arrow
lamp.left-loop-arrow candidate
75
Cone Target 1
lamp.cone-target-1 candidate
76
Cone Target 2
lamp.cone-target-2 candidate
77
Bulldozer Area Lamp
lamp.bulldozer-area-lamp candidate
78
Skill Shot
lamp.skill-shot candidate
81
Blast Zone Lamp
lamp.blast-zone-lamp candidate
82
Start City Lamp
lamp.start-city-lamp candidate
83
Red's Area Lamp
lamp.red-s-area-lamp candidate
84
Left Ramp Wig-Wag
lamp.left-ramp-wig-wag candidate
85
Bob's Bunker Lamp
lamp.bob-s-bunker-lamp candidate
86
Right Ramp Wig-Wag
lamp.right-ramp-wig-wag candidate
87
Extra Ball Button
lamp.extra-ball-button candidate
88
Start Button
lamp.start-button 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 (1994). 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/rs.json#/switches/0._inferred_type: target
  • games/rs.json#/switches/0._note: PulseSw 11 via sw11_Hit. Ted's mouth opto — ball enters Ted's mouth when jaw is open.
  • games/rs.json#/switches/1._inferred_type: opto
  • games/rs.json#/switches/1._note: Bulldozer mechanism position switch (down). Managed by cvpmMech BulldozerMech .AddSw 12, 0, 0.
  • games/rs.json#/switches/2._inferred_type: cabinet
  • games/rs.json#/switches/3._inferred_type: tilt
  • games/rs.json#/switches/3._note: vpmNudge.TiltSwitch = 14
  • games/rs.json#/switches/4._inferred_type: opto
  • games/rs.json#/switches/4._note: Bulldozer mechanism position switch (up). Managed by cvpmMech BulldozerMech .AddSw 15, 10, 11.
  • games/rs.json#/switches/5._inferred_type: rollover
  • games/rs.json#/switches/6._inferred_type: rollover
  • games/rs.json#/switches/7._inferred_type: rollover
  • games/rs.json#/switches/8._inferred_type: tilt
  • games/rs.json#/switches/9._inferred_type: cabinet
  • games/rs.json#/switches/9._note: Controller.Switch(22) = 1 on init
  • games/rs.json#/switches/10._inferred_type: cabinet
  • games/rs.json#/switches/10._note: Controller.Switch(23) toggled via KeyFront
  • games/rs.json#/switches/11._inferred_type: cabinet
  • games/rs.json#/switches/11._note: Controller.Switch(24) = 1 on init. Comment: 'and keep it close'. WPC column 3 always-closed switch.
  • games/rs.json#/switches/12._inferred_type: saucer
  • games/rs.json#/switches/12._note: Red's mouth saucer. bsRed.AddBall on hit. Eject via coil 24 (bsRed.SolOut).
  • games/rs.json#/switches/13._inferred_type: rollover
  • games/rs.json#/switches/14._inferred_type: rollover
  • games/rs.json#/switches/15._inferred_type: target
  • games/rs.json#/switches/15._note: 3 targets (T28a, T28b, T28c) all pulse switch 28.
  • games/rs.json#/switches/16._inferred_type: rollover
  • games/rs.json#/switches/17._inferred_type: rollover
  • games/rs.json#/switches/18._inferred_type: rollover
  • games/rs.json#/switches/19._inferred_type: target
  • games/rs.json#/switches/19._note: 3 targets (T34a, T34b, T34c) all pulse switch 34.
  • games/rs.json#/switches/20._inferred_type: target
  • games/rs.json#/switches/21._inferred_type: target
  • games/rs.json#/switches/22._inferred_type: target
  • games/rs.json#/switches/22._note: PulseSw 37 via sw37a_Hit. Red's jaw target. sw37_Hit plays sound only (mouth plastic hit).
  • games/rs.json#/switches/23._inferred_type: rollover
  • games/rs.json#/switches/24._inferred_type: trough
  • games/rs.json#/switches/24._note: PulseSw 41 called in SolRelease (coil 1 callback). Trough jam/ball-near-shooter detection.
  • games/rs.json#/switches/25._inferred_type: trough
  • games/rs.json#/switches/25._note: First trough switch (closest to shooter). Custom trough implementation with UpdateTrough timer. Ball created at init: sw42.CreateSizedballWithMass.
  • games/rs.json#/switches/26._inferred_type: trough
  • games/rs.json#/switches/27._inferred_type: trough
  • games/rs.json#/switches/28._inferred_type: trough
  • games/rs.json#/switches/28._note: Last trough switch (furthest from shooter). 4-ball trough.
  • games/rs.json#/switches/29._inferred_type: rollover
  • games/rs.json#/switches/30._inferred_type: target
  • games/rs.json#/switches/30._note: PulseSw 47. Bulldozer proximity sensor — detects ball hitting bulldozer blade.
  • games/rs.json#/switches/31._inferred_type: target
  • games/rs.json#/switches/31._note: PulseSw 48. Ted's mouth plastic — ball hitting Ted's jaw.
  • games/rs.json#/switches/32._inferred_type: spinner
  • games/rs.json#/switches/32._note: sw51spinner_Spin event pulses switch 51.
  • games/rs.json#/switches/33._inferred_type: rollover
  • games/rs.json#/switches/33._note: First lock switch in Bob's Bunker lock lane.
  • games/rs.json#/switches/34._inferred_type: rollover
  • games/rs.json#/switches/34._note: Second lock switch in Bob's Bunker lock lane.
  • games/rs.json#/switches/35._inferred_type: saucer
  • games/rs.json#/switches/35._note: Lock kickout position. KickerBall54 stores activeball reference for coil 8 (SolLockKickOut) ejection.
  • games/rs.json#/switches/36._inferred_type: rollover
  • games/rs.json#/switches/36._note: Right ramp exit to left mini flipper area.
  • games/rs.json#/switches/37._inferred_type: rollover
  • games/rs.json#/switches/38._inferred_type: rollover
  • games/rs.json#/switches/39._inferred_type: rollover
  • games/rs.json#/switches/39._note: Left plunger lane. On hit: PPL=True, switches MechPlunger to left plunger. Flying Rocks skill shot lane.
  • games/rs.json#/switches/40._inferred_type: slingshot
  • games/rs.json#/switches/40._note: LeftSlingShot_Slingshot event pulses switch 61.
  • games/rs.json#/switches/41._inferred_type: slingshot
  • games/rs.json#/switches/41._note: RightSlingShot_Slingshot event pulses switch 62.
  • games/rs.json#/switches/42._inferred_type: bumper
  • games/rs.json#/switches/42._note: Bumper3_hit pulses switch 63.
  • games/rs.json#/switches/43._inferred_type: bumper
  • games/rs.json#/switches/43._note: Bumper1_hit pulses switch 64.
  • games/rs.json#/switches/44._inferred_type: bumper
  • games/rs.json#/switches/44._note: Bumper2_hit pulses switch 65.
  • games/rs.json#/switches/45._inferred_type: rollover
  • games/rs.json#/switches/46._inferred_type: rollover
  • games/rs.json#/switches/46._note: Right ramp center exit (habitrail back to right inlane).
  • games/rs.json#/switches/47._inferred_type: rollover
  • games/rs.json#/switches/47._note: Flying rocks lane — awards 5X Blast.
  • games/rs.json#/switches/48._inferred_type: rollover
  • games/rs.json#/switches/48._note: Flying rocks lane — awards Radio Riot.
  • games/rs.json#/switches/49._inferred_type: rollover
  • games/rs.json#/switches/49._note: Flying rocks lane — awards Extra Ball.
  • games/rs.json#/switches/50._inferred_type: rollover
  • games/rs.json#/switches/51._inferred_type: saucer
  • games/rs.json#/switches/51._note: Blast Zone / Skill Shot hole. Feeds to Start City.
  • games/rs.json#/switches/52._inferred_type: saucer
  • games/rs.json#/switches/52._note: Start City scoop/hole. Eject via coil 6 (StartCitySolOut). Controller.Switch(78) on/off directly.
  • games/rs.json#/switches/53._inferred_type: target
  • games/rs.json#/switches/53._note: PulseSw 81. Cone zone target.
  • games/rs.json#/switches/54._inferred_type: target
  • games/rs.json#/switches/54._note: PulseSw 82. Cone zone target. T82P rotates on hit.
  • games/rs.json#/switches/55._inferred_type: target
  • games/rs.json#/switches/55._note: PulseSw 83. Cone zone target.
  • games/rs.json#/switches/56._inferred_type: target
  • games/rs.json#/switches/56._note: PulseSw 84. Cone zone target.
  • games/rs.json#/switches/57._inferred_type: rollover
  • games/rs.json#/switches/58._inferred_type: rollover
  • games/rs.json#/coils/0._vbscript_callback: SolRelease
  • games/rs.json#/coils/0._inferred_type: ball_management
  • games/rs.json#/coils/0._note: Kicks ball from trough (sw42) to shooter lane. Also pulses sw41 (trough jam).
  • games/rs.json#/coils/1._vbscript_callback: LowerLeftDiverter
  • games/rs.json#/coils/1._inferred_type: diverter
  • games/rs.json#/coils/1._note: Controls diverter1/diverter2 VPX flipper objects. Routes ball to left shooter lane (Flying Rocks).
  • games/rs.json#/coils/2._vbscript_callback: LockupPin
  • games/rs.json#/coils/2._inferred_type: mechanism
  • games/rs.json#/coils/2._note: Controls sol3lockup wall. When enabled, drops wall to release locked balls.
  • games/rs.json#/coils/3._vbscript_callback: UpperLeftDiverter
  • games/rs.json#/coils/3._inferred_type: diverter
  • games/rs.json#/coils/3._note: Left ramp diverter. Routes ball left vs right on left ramp exit.
  • games/rs.json#/coils/4._vbscript_callback: UpperRightDiverter
  • games/rs.json#/coils/4._inferred_type: diverter
  • games/rs.json#/coils/4._note: Right ramp diverter. Routes ball to center habitrail vs mini flipper area.
  • games/rs.json#/coils/5._vbscript_callback: StartCitySolOut
  • games/rs.json#/coils/5._inferred_type: kicker
  • games/rs.json#/coils/5._note: Ejects ball from Start City scoop (sw78). sw78.KickZ with randomized force.
  • games/rs.json#/coils/6._vbscript_callback: vpmSolSound SoundFX("Knocker",DOFKnocker),
  • games/rs.json#/coils/6._inferred_type: knocker
  • games/rs.json#/coils/7._vbscript_callback: SolLockKickOut
  • games/rs.json#/coils/7._inferred_type: kicker
  • games/rs.json#/coils/7._note: Ejects ball from lock position (sw54) via KickBall function.
  • games/rs.json#/coils/8._vbscript_callback: TedEyesLeft
  • games/rs.json#/coils/8._inferred_type: mechanism
  • games/rs.json#/coils/8._note: Animates Ted's eyes to look left. Talking head mechanism.
  • games/rs.json#/coils/9._vbscript_callback: TedLidsDown
  • games/rs.json#/coils/9._inferred_type: mechanism
  • games/rs.json#/coils/9._note: Closes Ted's eyelids. Talking head mechanism.
  • games/rs.json#/coils/10._vbscript_callback: TedLidsUp
  • games/rs.json#/coils/10._inferred_type: mechanism
  • games/rs.json#/coils/10._note: Opens Ted's eyelids. Talking head mechanism.
  • games/rs.json#/coils/11._vbscript_callback: TedEyesRight
  • games/rs.json#/coils/11._inferred_type: mechanism
  • games/rs.json#/coils/11._note: Animates Ted's eyes to look right. Talking head mechanism.
  • games/rs.json#/coils/12._vbscript_callback: RedLidsDown
  • games/rs.json#/coils/12._inferred_type: mechanism
  • games/rs.json#/coils/12._note: Closes Red's eyelids. Talking head mechanism.
  • games/rs.json#/coils/13._vbscript_callback: RedEyesLeft
  • games/rs.json#/coils/13._inferred_type: mechanism
  • games/rs.json#/coils/13._note: Animates Red's eyes to look left. Talking head mechanism.
  • games/rs.json#/coils/14._vbscript_callback: RedLidsUp
  • games/rs.json#/coils/14._inferred_type: mechanism
  • games/rs.json#/coils/14._note: Opens Red's eyelids. Talking head mechanism.
  • games/rs.json#/coils/15._vbscript_callback: RedEyesRight
  • games/rs.json#/coils/15._inferred_type: mechanism
  • games/rs.json#/coils/15._note: Animates Red's eyes to look right. Talking head mechanism.
  • games/rs.json#/coils/16._vbscript_callback: RedMotorOn
  • games/rs.json#/coils/16._inferred_type: mechanism
  • games/rs.json#/coils/16._note: Red's jaw motor. cvpmMech RedJawMech Sol1=17. Talking head mechanism.
  • games/rs.json#/coils/17._inferred_type: mechanism
  • games/rs.json#/coils/17._note: Red's jaw motor direction. cvpmMech RedJawMech Sol2=18. SolCallback commented out — handled by cvpmMech internally.
  • games/rs.json#/coils/18._inferred_type: mechanism
  • games/rs.json#/coils/18._note: Ted's jaw motor direction. cvpmMech TedJawMech Sol2=19. SolCallback commented out — handled by cvpmMech internally.
  • games/rs.json#/coils/19._vbscript_callback: TedMotorOn
  • games/rs.json#/coils/19._inferred_type: mechanism
  • games/rs.json#/coils/19._note: Ted's jaw motor. cvpmMech TedJawMech Sol1=20. Talking head mechanism.
  • games/rs.json#/coils/20._vbscript_callback: BullDozerMotor
  • games/rs.json#/coils/20._inferred_type: mechanism
  • games/rs.json#/coils/20._note: Bulldozer motor. cvpmMech BulldozerMech Sol1=23. Steps=11, switches at positions 12 (down) and 15 (up).
  • games/rs.json#/coils/21._vbscript_callback: bsRed.SolOut
  • games/rs.json#/coils/21._inferred_type: kicker
  • games/rs.json#/coils/21._note: Ejects ball from Red's mouth saucer (sw25).
  • games/rs.json#/coils/22._vbscript_callback: ShakerMotorSol
  • games/rs.json#/coils/22._inferred_type: mechanism
  • games/rs.json#/coils/22._note: Shaker motor for physical feedback. Configurable intensity (0-3) and volume.
  • games/rs.json#/coils/23._vbscript_callback: FlashSolMod51
  • games/rs.json#/coils/23._inferred_type: flasher
  • games/rs.json#/coils/23._note: WPC aux board flasher. SolModCallBack(51). Flasher 9 (white) in InitAllFlashers.
  • games/rs.json#/coils/24._vbscript_callback: FlashSolMod52
  • games/rs.json#/coils/24._inferred_type: flasher
  • games/rs.json#/coils/24._note: WPC aux board flasher. SolModCallBack(52). Flasher 7 (yellow) in InitAllFlashers.
  • games/rs.json#/coils/25._vbscript_callback: FlashSolMod53
  • games/rs.json#/coils/25._inferred_type: flasher
  • games/rs.json#/coils/25._note: WPC aux board flasher. SolModCallBack(53). Flashers 1+2 (white) in InitAllFlashers.
  • games/rs.json#/coils/26._vbscript_callback: FlashSolMod54
  • games/rs.json#/coils/26._inferred_type: flasher
  • games/rs.json#/coils/26._note: WPC aux board flasher. SolModCallBack(54). Flashers 3+4 (yellow) in InitAllFlashers.
  • games/rs.json#/coils/27._vbscript_callback: FlashSolMod55
  • games/rs.json#/coils/27._inferred_type: flasher
  • games/rs.json#/coils/27._note: WPC aux board flasher. SolModCallBack(55). Flashers 5+6 (red) in InitAllFlashers.
  • games/rs.json#/coils/28._vbscript_callback: FlashSolMod56
  • games/rs.json#/coils/28._inferred_type: flasher
  • games/rs.json#/coils/28._note: WPC aux board flasher. SolModCallBack(56). Flasher 11 (white) in InitAllFlashers.
  • games/rs.json#/coils/29._vbscript_callback: FlashSolMod57
  • games/rs.json#/coils/29._inferred_type: flasher
  • games/rs.json#/coils/29._note: WPC aux board flasher. SolModCallBack(57). Flasher 8 (white) in InitAllFlashers.
  • games/rs.json#/coils/30._vbscript_callback: FlashSolMod58
  • games/rs.json#/coils/30._inferred_type: flasher
  • games/rs.json#/coils/30._note: WPC aux board flasher. SolModCallBack(58). Flasher 10 (orange) in InitAllFlashers.
  • games/rs.json#/coils/31._vbscript_callback: SolRFlipper
  • games/rs.json#/coils/31._inferred_type: flipper
  • games/rs.json#/coils/31._note: Framework constant sLRFlipper=46. SolCallback(sLRFlipper).
  • games/rs.json#/coils/32._vbscript_callback: SolLFlipper
  • games/rs.json#/coils/32._inferred_type: flipper
  • games/rs.json#/coils/32._note: Framework constant sLLFlipper=48. SolCallback(sLLFlipper). Main lower left flipper.
  • games/rs.json#/coils/33._vbscript_callback: SolUFlipper
  • games/rs.json#/coils/33._inferred_type: flipper
  • games/rs.json#/coils/33._note: Framework constant sULFlipper (value not in table script — defined in wpc.VBS). Controls LeftFlipper1 and LeftFlipper2 simultaneously. SolCallback(sULFlipper).
  • games/rs.json#/lamps/26._note: Lampz.Callback(43) reassigned to bc43 (radio toy lamp).
  • games/rs.json#/lamps/54._note: Lampz.Callback(77) uses bc77. Bulb above playfield, no standard light object.
  • games/rs.json#/lamps/56._note: Lampz.Callback(81) uses bc81. Bulb above playfield.
  • games/rs.json#/lamps/57._note: Lampz.Callback(82) uses bc82. Bulb above playfield.
  • games/rs.json#/lamps/58._note: Lampz.Callback(83) uses bc83. Bulb above playfield.
  • games/rs.json#/lamps/59._note: Wig-wag lamp pair. Lampz.Callback(84) = WigWag1. Uses spare lamp IDs 94-95 internally for alternating blink.
  • games/rs.json#/lamps/60._note: Lampz.Callback(85) uses BobsBunker primitive.
  • games/rs.json#/lamps/61._note: Wig-wag lamp pair. Lampz.Callback(86) = WigWag2. Uses spare lamp IDs 96-97 internally for alternating blink.
  • games/rs.json#/lamps/62._note: Lampz.Callback(87) for ExtraballButton and ExtraBallButtonInner.
  • games/rs.json#/lamps/63._note: Lampz.Callback(88) for StartButton and StartButtonInner.
  • games/rs.json#/_source/confidence_notes: Re-extracted from VPW 1.4 source (replaces sverrewl-sourced JSON). All switch/coil numbers from _Hit/_UnHit subs, Controller.Switch() calls, PulseSw calls, SolCallback/SolModCallback assignments. No Const sw* definitions in script. Lamp IDs from Lampz.MassAssign() and Lampz.Callback() calls. Trough is custom-implemented (4 switches sw42-sw45 with UpdateTrough timer, no bsTrough object). Slingshots use VPX _Slingshot events with PulseSw 61/62. Jet bumpers use VPX Bumper_Hit events with PulseSw 63/64/65. Flasher coils use SolModCallBack 51-58 (WPC aux board remapped to coils 37-44). Flipper coils use framework constants sLRFlipper=46, sLLFlipper=48. Three left flippers (main + 2 upper via sULFlipper). Bulldozer, Ted jaw, and Red jaw are cvpmMech mechanisms — Road Show's signature talking head mechanisms.

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.rs: games/rs.json at the pinned migration revision.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
rs_l6cRed and Ted's Road Show (L-6C Competition MOD) 2019rs_l6
rs_pa2Red and Ted's Road Show (PA-2 Prototype) 1994rs_l6
rs_lx5Red and Ted's Road Show (LX-5) 1994rs_l6
rs_lx4Red and Ted's Road Show (LX-4) 1994rs_l6
rs_lx3Red and Ted's Road Show (LX-3) 1994rs_l6
rs_lx2Red and Ted's Road Show (LX-2) 1994rs_l6
rs_la5Red and Ted's Road Show (LA-5) 1994rs_l6
rs_la4Red and Ted's Road Show (LA-4) 1994rs_l6

Parent set: rs_l6 — 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.rs

    games/rs.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