Time Fantasy

Partial

Williams1983S7williams.time-fantasy.1983

Wire it up

what an authoring tool needs first
Bind this ROM
tmfnt_l5

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

Controller platform
pinmame.s7

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
1–42 (34)
Solenoids
1–25 (4)
Lamps
1–64 (63)

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.

34 addresses

Switch map

Sequential addresses, grouped in columns of eight.

used unused
 
+0
+1
+2
+3
+4
+5
+6
+7
1–8
9–16
17–24
25–32
33–40
41–48
Hover or tap an address to identify it.
34 shown
# Name Device ID Evidence
1
Tilt (Plumb Bob)NC
switch.tilt-plumb-bob candidate
9
Standup Target 9
switch.standup-target-9 candidate
10
Standup Target 10
switch.standup-target-10 candidate
11
Standup Target 11
switch.standup-target-11 candidate
12
Standup Target 12
switch.standup-target-12 candidate
13
Standup Target 13
switch.standup-target-13 candidate
14
Standup Target 14
switch.standup-target-14 candidate
15
Standup Target 15
switch.standup-target-15 candidate
16
Wire Trigger 16
switch.wire-trigger-16 candidate
17
Wire Trigger 17
switch.wire-trigger-17 candidate
18
Wire Trigger 18
switch.wire-trigger-18 candidate
19
Wire Trigger 19
switch.wire-trigger-19 candidate
20
Left Inlane
switch.left-inlane candidate
21
Right Inlane
switch.right-inlane candidate
22
Wire Trigger 22
switch.wire-trigger-22 candidate
23
Wire Trigger 23
switch.wire-trigger-23 candidate
24
Wire Trigger 24
switch.wire-trigger-24 candidate
25
Wire Trigger 25
switch.wire-trigger-25 candidate
26
Wire Trigger 26
switch.wire-trigger-26 candidate
27
Scoring Rubber F (Lower Left)
switch.scoring-rubber-f-lower-left candidate
28
Scoring Rubber A (Upper Right)
switch.scoring-rubber-a-upper-right candidate
29
Scoring Rubber B (Upper Left)
switch.scoring-rubber-b-upper-left candidate
30
Scoring Rubber C (Lower)
switch.scoring-rubber-c-lower candidate
31
Scoring Rubber D (Lower)
switch.scoring-rubber-d-lower candidate
32
Scoring Rubber E (Lower Right)
switch.scoring-rubber-e-lower-right candidate
33
Top Bumper
switch.top-bumper candidate
34
Middle Bumper
switch.middle-bumper candidate
35
Bottom Bumper
switch.bottom-bumper candidate
36
Standup Target 36
switch.standup-target-36 candidate
37
Left Slingshot
switch.left-slingshot candidate
38
Right Slingshot
switch.right-slingshot candidate
39
Drain (Outhole)
switch.drain-outhole candidate
40
Right Flipper EOS
switch.right-flipper-eos candidate
42
Wire Trigger 42
switch.wire-trigger-42 candidate

Controlled devices

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

Coils, magnets & motors

4
4 shown
# Name Device ID Evidence
1
Ball Release (Drain Kicker)
device.ball-release-drain-kicker candidate
11
GI Relay
device.gi-relay candidate
15
Bell / Knocker
device.bell-knocker candidate
25
Backglass Lit
device.backglass-lit candidate

Lamps

63

Lamp map

Sequential addresses, grouped in columns of eight.

used unused
 
+0
+1
+2
+3
+4
+5
+6
+7
1–8
9–16
17–24
25–32
33–40
41–48
49–56
57–64
Hover or tap an address to identify it.
63 shown
# Name Device ID Evidence
1
Keep Shooting (Backglass)
lamp.keep-shooting-backglass candidate
2
Ball In Play (Backglass)
lamp.ball-in-play-backglass candidate
3
Tilt (Backglass)
lamp.tilt-backglass candidate
4
Game Over (Backglass)
lamp.game-over-backglass candidate
5
Match (Backglass)
lamp.match-backglass candidate
7
outputs 7
lamp.outputs-7 candidate
8
outputs 8
lamp.outputs-8 candidate
9
outputs 9
lamp.outputs-9 candidate
10
outputs 10
lamp.outputs-10 candidate
11
outputs 11
lamp.outputs-11 candidate
12
outputs 12
lamp.outputs-12 candidate
13
outputs 13
lamp.outputs-13 candidate
14
outputs 14
lamp.outputs-14 candidate
15
outputs 15
lamp.outputs-15 candidate
16
outputs 16
lamp.outputs-16 candidate
17
outputs 17
lamp.outputs-17 candidate
18
outputs 18
lamp.outputs-18 candidate
19
outputs 19
lamp.outputs-19 candidate
20
outputs 20
lamp.outputs-20 candidate
21
outputs 21
lamp.outputs-21 candidate
22
outputs 22
lamp.outputs-22 candidate
23
outputs 23
lamp.outputs-23 candidate
24
outputs 24
lamp.outputs-24 candidate
25
outputs 25
lamp.outputs-25 candidate
26
outputs 26
lamp.outputs-26 candidate
27
outputs 27
lamp.outputs-27 candidate
28
outputs 28
lamp.outputs-28 candidate
29
outputs 29
lamp.outputs-29 candidate
30
outputs 30
lamp.outputs-30 candidate
31
outputs 31
lamp.outputs-31 candidate
32
outputs 32
lamp.outputs-32 candidate
33
outputs 33
lamp.outputs-33 candidate
34
outputs 34
lamp.outputs-34 candidate
35
outputs 35
lamp.outputs-35 candidate
36
outputs 36
lamp.outputs-36 candidate
37
outputs 37
lamp.outputs-37 candidate
38
outputs 38
lamp.outputs-38 candidate
39
outputs 39
lamp.outputs-39 candidate
40
outputs 40
lamp.outputs-40 candidate
41
outputs 41
lamp.outputs-41 candidate
42
outputs 42
lamp.outputs-42 candidate
43
outputs 43
lamp.outputs-43 candidate
44
outputs 44
lamp.outputs-44 candidate
45
outputs 45
lamp.outputs-45 candidate
46
outputs 46
lamp.outputs-46 candidate
47
outputs 47
lamp.outputs-47 candidate
48
outputs 48
lamp.outputs-48 candidate
49
outputs 49
lamp.outputs-49 candidate
50
outputs 50
lamp.outputs-50 candidate
51
outputs 51
lamp.outputs-51 candidate
52
outputs 52
lamp.outputs-52 candidate
53
outputs 53
lamp.outputs-53 candidate
54
outputs 54
lamp.outputs-54 candidate
55
outputs 55
lamp.outputs-55 candidate
56
outputs 56
lamp.outputs-56 candidate
57
outputs 57
lamp.outputs-57 candidate
58
outputs 58
lamp.outputs-58 candidate
59
outputs 59
lamp.outputs-59 candidate
60
outputs 60
lamp.outputs-60 candidate
61
outputs 61
lamp.outputs-61 candidate
62
outputs 62
lamp.outputs-62 candidate
63
outputs 63
lamp.outputs-63 candidate
64
outputs 64
lamp.outputs-64 candidate

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 (1983). 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

  • games/time-fantasy.json#/switches/0._note: vpmNudge.TiltSwitch=1. Standard tilt switch.
  • games/time-fantasy.json#/switches/1._note: STHit 9. VPW TargetBouncer standup target with BM_sw9 primitive animation. Part of 8-target set (sw9-sw15, sw36).
  • games/time-fantasy.json#/switches/2._note: STHit 10. VPW TargetBouncer standup target with BM_sw10 primitive.
  • games/time-fantasy.json#/switches/3._note: STHit 11. VPW TargetBouncer standup target with BM_sw11 primitive.
  • games/time-fantasy.json#/switches/4._note: STHit 12. VPW TargetBouncer standup target with BM_sw12 primitive.
  • games/time-fantasy.json#/switches/5._note: STHit 13. VPW TargetBouncer standup target with BM_sw13 primitive.
  • games/time-fantasy.json#/switches/6._note: STHit 14. VPW TargetBouncer standup target with BM_sw14 primitive.
  • games/time-fantasy.json#/switches/7._note: STHit 15. VPW TargetBouncer standup target with BM_sw15 primitive.
  • games/time-fantasy.json#/switches/8._note: Controller.Switch(16) on/off. Wire trigger with AnimateWire animation (BP_sw16 drops 13 units on hit).
  • games/time-fantasy.json#/switches/9._note: Controller.Switch(17) on/off. Wire trigger with AnimateWire animation.
  • games/time-fantasy.json#/switches/10._note: Controller.Switch(18) on/off. Wire trigger with AnimateWire animation. Illuminated by GI029 and GI032 split zones.
  • games/time-fantasy.json#/switches/11._note: Controller.Switch(19) on/off. Wire trigger with AnimateWire animation. Illuminated by GI029 split zone.
  • games/time-fantasy.json#/switches/12._note: Controller.Switch(20) on/off. Wire trigger with AnimateWire. Calls leftInlaneSpeedLimit on hit. Illuminated by GI029 and GI032 split zones.
  • games/time-fantasy.json#/switches/13._note: Controller.Switch(21) on/off. Wire trigger with AnimateWire. Calls rightInlaneSpeedLimit on hit. Illuminated by GI029 split zone.
  • games/time-fantasy.json#/switches/14._note: Controller.Switch(22) on/off. Wire trigger with AnimateWire animation.
  • games/time-fantasy.json#/switches/15._note: Controller.Switch(23) on/off. Wire trigger with AnimateWire animation.
  • games/time-fantasy.json#/switches/16._note: Controller.Switch(24) on/off. Wire trigger with AnimateWire animation.
  • games/time-fantasy.json#/switches/17._note: Controller.Switch(25) on/off. Wire trigger with AnimateWire animation.
  • games/time-fantasy.json#/switches/18._note: Controller.Switch(26) on/off. Wire trigger with AnimateWire animation.
  • games/time-fantasy.json#/switches/19._note: PulseSw 27. Scoring rubber with SlingF animation (3 visual frames). Lower hit threshold (LowerRubberHitThreshold=2). Illuminated by GI032 and GI033 split zones.
  • games/time-fantasy.json#/switches/20._note: PulseSw 28. Scoring rubber with SlingA animation (3 visual frames). Upper hit threshold (UpperRubberHitThreshold=4). Debug prints 'A final speed'.
  • games/time-fantasy.json#/switches/21._note: PulseSw 29. Scoring rubber with SlingB animation (3 visual frames). Same upper threshold as sw28. Debug prints 'B final speed'.
  • games/time-fantasy.json#/switches/22._note: PulseSw 30. Scoring rubber with SlingC animation (3 visual frames). Lower hit threshold.
  • games/time-fantasy.json#/switches/23._note: PulseSw 31. Scoring rubber with SlingD animation (3 visual frames). Lower hit threshold.
  • games/time-fantasy.json#/switches/24._note: PulseSw 32. Scoring rubber with SlingE animation (3 visual frames). Lower hit threshold. Illuminated by GI028 and GI029 split zones.
  • games/time-fantasy.json#/switches/25._note: PulseSw 33. Bumper3_Hit. Bumper with skirt tilt animation (BP_Bumper_Skirt_001). RandomSoundBumperTop.
  • games/time-fantasy.json#/switches/26._note: PulseSw 34. Bumper2_Hit. Bumper with skirt tilt animation (BP_Bumper_Skirt_002). RandomSoundBumperMiddle.
  • games/time-fantasy.json#/switches/27._note: PulseSw 35. Bumper1_Hit. Bumper with skirt tilt animation (BP_Bumper_Socket). RandomSoundBumperBottom.
  • games/time-fantasy.json#/switches/28._note: STHit 36. VPW TargetBouncer standup target with BM_sw36 primitive. The 8th target in the set (sw9-sw15 plus sw36).
  • games/time-fantasy.json#/switches/29._note: PulseSw 37. LeftSlingShot_Slingshot event. Uses SlingshotCorrection (LS object). Animated with BP_LSling frames. RandomSoundSlingshotLeft.
  • games/time-fantasy.json#/switches/30._note: PulseSw 38. RightSlingShot_Slingshot event. Uses SlingshotCorrection (RS object). Animated with BP_RSling frames. RandomSoundSlingshotRight.
  • games/time-fantasy.json#/switches/31._note: Controller.Switch(39)=1 on Drain_Hit, =0 on Drain_UnHit. Single-ball trough — ball created in Drain kicker at init. Controller.Switch(39)=1 also set in Table1_Init. SolRelease (sol 1) kicks ball out.
  • games/time-fantasy.json#/switches/32._note: PulseSw 40 fired inside SolRFlipper when flipper is activated (enabled=True). Not a physical switch object — pulsed by code on every right flipper fire. Likely used by ROM for end-of-stroke detection.
  • games/time-fantasy.json#/switches/33._note: Controller.Switch(42) on/off. Wire trigger with AnimateWire animation.
  • games/time-fantasy.json#/coils/0._vbscript_callback: SolRelease
  • games/time-fantasy.json#/coils/0._inferred_type: ball_management
  • games/time-fantasy.json#/coils/0._note: Kicks ball from Drain kicker. Drain.kick 60,15. Single-ball system — no multi-ball trough. Ball is created in Drain at table init.
  • games/time-fantasy.json#/coils/1._vbscript_callback: SetRelayGI
  • games/time-fantasy.json#/coils/1._inferred_type: mechanism
  • games/time-fantasy.json#/coils/1._note: GI Relay — INVERTED. When aLvl=0, GI turns ON (bulb.State=1 for all GI lights). When aLvl=1 (enabled), GI turns OFF. Four GI split zones in VLM: GI028, GI029, GI032, GI033. S7-era single GI relay controlling all zones simultaneously.
  • games/time-fantasy.json#/coils/2._vbscript_callback: KnockerSolenoid
  • games/time-fantasy.json#/coils/2._inferred_type: knocker
  • games/time-fantasy.json#/coils/2._note: SolCallback has trailing apostrophe commenting out the callback name ('KnockerSolenoid'') — but the Sub KnockerSolenoid() exists and plays 'Bell' sound via SoundFX('Bell',DOFKnocker). Comment says 'Repurposed for bell sound'. On the real machine this was likely the bell solenoid.
  • games/time-fantasy.json#/coils/3._vbscript_callback: BackglassLit
  • games/time-fantasy.json#/coils/3._inferred_type: mechanism
  • games/time-fantasy.json#/coils/3._note: Controls VR backglass illumination (VR_BGLit visibility). Only active in VR mode. On the real machine this likely controlled a backglass illumination relay.
  • games/time-fantasy.json#/lamps/0._note: Controller.Lamp(1) checked in UpdateTextBoxes/UpdateVRLamps. Shows 'KEEP_SHOOTING' text / KeepShootingReel. Same Player Shoots Again indicator.
  • games/time-fantasy.json#/lamps/1._note: Controller.Lamp(2) checked in UpdateTextBoxes/UpdateVRLamps. Shows 'BIP' text / BIPReel.
  • games/time-fantasy.json#/lamps/2._note: Controller.Lamp(3) checked in UpdateTextBoxes/UpdateVRLamps. Shows 'TILT' text / TiltReel.
  • games/time-fantasy.json#/lamps/3._note: Controller.Lamp(4) checked in UpdateTextBoxes/UpdateVRLamps. Shows 'GAME_OVER' text / GameOverReel.
  • games/time-fantasy.json#/lamps/4._note: Controller.Lamp(5) checked in UpdateTextBoxes/UpdateVRLamps. Shows 'MATCH' text / MatchReel.
  • games/time-fantasy.json#/lamps/5._note: VLM baked lighting array BL_L_L7 present. vpmMapLights AllLamps assigns via TimerInterval.
  • games/time-fantasy.json#/lamps/6._note: VLM baked lighting array BL_L_L8 present (illuminates PostCenter). vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/7._note: VLM baked lighting array BL_L_L9 present. vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/8._note: VLM baked lighting array BL_L_L10 present (illuminates area around sw9 standup target). vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/9._note: VLM baked lighting array BL_L_L11 present (illuminates area around sw10 standup target). vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/10._note: VLM baked lighting array BL_L_L12 present (illuminates area around sw12). vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/11._note: VLM baked lighting array BL_L_L13 present (illuminates area around sw12/sw13). vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/12._note: VLM baked lighting array BL_L_L14 present (illuminates area around sw14). vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/13._note: VLM baked lighting array BL_L_L15 present (illuminates area around sw15). vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/14._note: VLM baked lighting array BL_L_L16 present. vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/15._note: VLM baked lighting array BL_L_L17 present. vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/16._note: VLM baked lighting array BL_L_L18 present. vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/17._note: VLM baked lighting array BL_L_L19 present. vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/18._note: VLM baked lighting array BL_L_L20 present. Opacity doubled at init (BL_L_L20 opacity * 2). vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/19._note: VLM baked lighting array BL_L_L21 present (also illuminates RSling area). Opacity doubled at init. vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/20._note: VLM baked lighting array BL_L_L22 present. vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/21._note: VLM baked lighting array BL_L_L23 present. vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/22._note: VLM baked lighting array BL_L_L24 present. vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/23._note: VLM baked lighting array BL_L_L25 present. vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/24._note: VLM baked lighting array BL_L_L26 present. vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/25._note: VLM baked lighting array BL_L_L27 present. vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/26._note: VLM baked lighting array BL_L_L28 present. vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/27._note: VLM baked lighting array BL_L_L29 present. vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/28._note: VLM baked lighting array BL_L_L30 present. vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/29._note: VLM baked lighting array BL_L_L31 present. vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/30._note: VLM baked lighting array BL_L_L32 present. vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/31._note: VLM baked lighting array BL_L_L33 present. vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/32._note: VLM baked lighting array BL_L_L34 present. vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/33._note: VLM baked lighting array BL_L_L35 present. vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/34._note: VLM baked lighting array BL_L_L36 present. vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/35._note: VLM baked lighting array BL_L_L37 present. vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/36._note: VLM baked lighting array BL_L_L38 present. vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/37._note: VLM baked lighting array BL_L_L39 present. vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/38._note: VLM baked lighting array BL_L_L40 present. vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/39._note: VLM baked lighting array BL_L_L41 present. vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/40._note: VLM baked lighting array BL_L_L42 present. vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/41._note: VLM baked lighting array BL_L_L43 present. vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/42._note: VLM baked lighting array BL_L_L44 present. vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/43._note: VLM baked lighting array BL_L_L45 present. vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/44._note: VLM baked lighting array BL_L_L46 present. vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/45._note: VLM baked lighting array BL_L_L47 present. vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/46._note: VLM baked lighting array BL_L_L48 present. vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/47._note: VLM baked lighting array BL_L_L49 present. vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/48._note: VLM baked lighting array BL_L_L50 present. vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/49._note: VLM baked lighting array BL_L_L51 present. vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/50._note: VLM baked lighting array BL_L_L52 present. vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/51._note: VLM baked lighting array BL_L_L53 present. vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/52._note: VLM baked lighting array BL_L_L54 present. vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/53._note: VLM baked lighting array BL_L_L55 present. vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/54._note: VLM baked lighting array BL_L_L56 present. vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/55._note: VLM baked lighting array BL_L_L57 present. vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/56._note: VLM baked lighting array BL_L_L58 present. vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/57._note: VLM baked lighting array BL_L_L59 present. vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/58._note: VLM baked lighting array BL_L_L60 present (illuminates left flipper area / FlipperLup). vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/59._note: VLM baked lighting array BL_L_L61 present. vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/60._note: VLM baked lighting array BL_L_L62 present (illuminates right flipper area / FlipperRup). vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/61._note: VLM baked lighting array BL_L_L63 present (illuminates right flipper area / FlipperRup). vpmMapLights AllLamps.
  • games/time-fantasy.json#/lamps/62._note: VLM baked lighting array BL_L_l64 present. vpmMapLights AllLamps.
  • games/time-fantasy.json#/_source/confidence_notes: High confidence extraction from VPW v1.0 by mcarter78/apophis. Platform is Williams System 7 (s7.vbs loaded via LoadVPM). ROM is tmfnt_l5. This is a single-ball game (tnob=1, lob=0) with no traditional multi-ball trough — the drain is a simple kicker (VPX object 'Drain') that holds one ball. Controller.Switch(39)=1 is set on init and on Drain_Hit; SolRelease (sol 1) kicks the ball back into play via Drain.kick. No bsTrough/cvpmTrough framework is used. Switches identified from Controller.Switch on/off pairs (sw16-sw26, sw42 — wire triggers with AnimateWire), PulseSw calls (sw27-sw32 — scoring rubbers with SlingA-F animation, sw33-sw35 — bumpers, sw37-sw38 — slingshots, sw40 — right flipper EOS pulsed in SolRFlipper), and STHit standup target system (sw9-sw15, sw36 — 8 standup targets using VPW TargetBouncer with animate/physics). Lamps use vpmMapLights AllLamps (UseLamps=1) — VPX light objects have TimerInterval set to lamp number. VLM baked lighting arrays confirm lamp IDs 7-64 from BL_L_L* definitions. Backglass lamps 1-5 are read via Controller.Lamp in UpdateTextBoxes/UpdateVRLamps (1=Keep Shooting, 2=Ball In Play, 3=Tilt, 4=Game Over, 5=Match). GI is controlled by sol 11 via SetRelayGI — INVERTED logic (aLvl=0 turns GI ON). Four GI split zones identified from VLM arrays: GI028, GI029, GI032, GI033. Sol 25 drives BackglassLit for VR backglass illumination. Sol 15 is KnockerSolenoid but repurposed for bell sound (comment says 'Repurposed for bell sound'). No cvpmMech, no diverters, no drop targets, no ramp diverters found.

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.time-fantasy: games/time-fantasy.json at the pinned migration revision.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
tmfnt_l5Time Fantasy (L-5) 1982

Parent set: tmfnt_l5 — 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.time-fantasy

    games/time-fantasy.json; origin=vbscript-agent-extracted

    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