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The information below is preserved for recreation work but is not automatically treated as validated physical-machine fact.\u003C\u002Fp>\n\u003Ch2 id=\"playfield-devices\">Playfield devices\u003C\u002Fh2>\n\u003Cp>Switch, lamp\u002FGI, and controlled-device candidates are in the adjacent machine definition. Source-specific implementation notes are retained below.\u003C\u002Fp>\n\u003Ch2 id=\"custom-mechanisms\">Custom mechanisms\u003C\u002Fh2>\n\u003Cp>No custom mechanism conclusion has been validated. Manuals, schematics, PinMAME source, and gameplay evidence still need to be checked.\u003C\u002Fp>\n\u003Ch2 id=\"ball-state-transitions\">Ball-state transitions\u003C\u002Fh2>\n\u003Cp>Ball paths, trough ordering, locks, kickouts, and causal transitions have not yet been normalized. Relevant source notes follow under Evidence notes.\u003C\u002Fp>\n\u003Ch2 id=\"controller-interactions\">Controller interactions\u003C\u002Fh2>\n\u003Cp>Controller callbacks and bindings are candidate evidence only until reconciled against PinMAME and physical documentation.\u003C\u002Fp>\n\u003Ch2 id=\"service-and-setup-information\">Service and setup information\u003C\u002Fh2>\n\u003Cp>Unknown; locate operator\u002Fservice documentation.\u003C\u002Fp>\n\u003Ch2 id=\"timing-and-tuning-observations\">Timing and tuning observations\u003C\u002Fh2>\n\u003Cp>Source timing values may describe a particular VPX implementation rather than physical hardware and require review.\u003C\u002Fp>\n\u003Ch2 id=\"recreation-guidance\">Recreation guidance\u003C\u002Fh2>\n\u003Cp>Do not treat this partial definition as a complete authoring specification. Resolve every coverage requirement and conflict before promotion.\u003C\u002Fp>\n\u003Ch2 id=\"evidence-notes\">Evidence notes\u003C\u002Fh2>\n\u003Cul>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Fswitches\u002F0._note\u003C\u002Fcode>: vpmNudge.TiltSwitch=1. Standard tilt switch.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Fswitches\u002F1._note\u003C\u002Fcode>: STHit 9. VPW TargetBouncer standup target with BM_sw9 primitive animation. Part of 8-target set (sw9-sw15, sw36).\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Fswitches\u002F2._note\u003C\u002Fcode>: STHit 10. VPW TargetBouncer standup target with BM_sw10 primitive.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Fswitches\u002F3._note\u003C\u002Fcode>: STHit 11. VPW TargetBouncer standup target with BM_sw11 primitive.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Fswitches\u002F4._note\u003C\u002Fcode>: STHit 12. VPW TargetBouncer standup target with BM_sw12 primitive.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Fswitches\u002F5._note\u003C\u002Fcode>: STHit 13. VPW TargetBouncer standup target with BM_sw13 primitive.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Fswitches\u002F6._note\u003C\u002Fcode>: STHit 14. VPW TargetBouncer standup target with BM_sw14 primitive.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Fswitches\u002F7._note\u003C\u002Fcode>: STHit 15. VPW TargetBouncer standup target with BM_sw15 primitive.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Fswitches\u002F8._note\u003C\u002Fcode>: Controller.Switch(16) on\u002Foff. Wire trigger with AnimateWire animation (BP_sw16 drops 13 units on hit).\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Fswitches\u002F9._note\u003C\u002Fcode>: Controller.Switch(17) on\u002Foff. Wire trigger with AnimateWire animation.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Fswitches\u002F10._note\u003C\u002Fcode>: Controller.Switch(18) on\u002Foff. Wire trigger with AnimateWire animation. Illuminated by GI029 and GI032 split zones.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Fswitches\u002F11._note\u003C\u002Fcode>: Controller.Switch(19) on\u002Foff. Wire trigger with AnimateWire animation. Illuminated by GI029 split zone.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Fswitches\u002F12._note\u003C\u002Fcode>: Controller.Switch(20) on\u002Foff. Wire trigger with AnimateWire. Calls leftInlaneSpeedLimit on hit. Illuminated by GI029 and GI032 split zones.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Fswitches\u002F13._note\u003C\u002Fcode>: Controller.Switch(21) on\u002Foff. Wire trigger with AnimateWire. Calls rightInlaneSpeedLimit on hit. Illuminated by GI029 split zone.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Fswitches\u002F14._note\u003C\u002Fcode>: Controller.Switch(22) on\u002Foff. Wire trigger with AnimateWire animation.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Fswitches\u002F15._note\u003C\u002Fcode>: Controller.Switch(23) on\u002Foff. Wire trigger with AnimateWire animation.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Fswitches\u002F16._note\u003C\u002Fcode>: Controller.Switch(24) on\u002Foff. Wire trigger with AnimateWire animation.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Fswitches\u002F17._note\u003C\u002Fcode>: Controller.Switch(25) on\u002Foff. Wire trigger with AnimateWire animation.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Fswitches\u002F18._note\u003C\u002Fcode>: Controller.Switch(26) on\u002Foff. Wire trigger with AnimateWire animation.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Fswitches\u002F19._note\u003C\u002Fcode>: PulseSw 27. Scoring rubber with SlingF animation (3 visual frames). Lower hit threshold (LowerRubberHitThreshold=2). Illuminated by GI032 and GI033 split zones.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Fswitches\u002F20._note\u003C\u002Fcode>: PulseSw 28. Scoring rubber with SlingA animation (3 visual frames). Upper hit threshold (UpperRubberHitThreshold=4). Debug prints &#39;A final speed&#39;.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Fswitches\u002F21._note\u003C\u002Fcode>: PulseSw 29. Scoring rubber with SlingB animation (3 visual frames). Same upper threshold as sw28. Debug prints &#39;B final speed&#39;.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Fswitches\u002F22._note\u003C\u002Fcode>: PulseSw 30. Scoring rubber with SlingC animation (3 visual frames). Lower hit threshold.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Fswitches\u002F23._note\u003C\u002Fcode>: PulseSw 31. Scoring rubber with SlingD animation (3 visual frames). Lower hit threshold.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Fswitches\u002F24._note\u003C\u002Fcode>: PulseSw 32. Scoring rubber with SlingE animation (3 visual frames). Lower hit threshold. Illuminated by GI028 and GI029 split zones.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Fswitches\u002F25._note\u003C\u002Fcode>: PulseSw 33. Bumper3_Hit. Bumper with skirt tilt animation (BP_Bumper_Skirt_001). RandomSoundBumperTop.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Fswitches\u002F26._note\u003C\u002Fcode>: PulseSw 34. Bumper2_Hit. Bumper with skirt tilt animation (BP_Bumper_Skirt_002). RandomSoundBumperMiddle.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Fswitches\u002F27._note\u003C\u002Fcode>: PulseSw 35. Bumper1_Hit. Bumper with skirt tilt animation (BP_Bumper_Socket). RandomSoundBumperBottom.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Fswitches\u002F28._note\u003C\u002Fcode>: STHit 36. VPW TargetBouncer standup target with BM_sw36 primitive. The 8th target in the set (sw9-sw15 plus sw36).\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Fswitches\u002F29._note\u003C\u002Fcode>: PulseSw 37. LeftSlingShot_Slingshot event. Uses SlingshotCorrection (LS object). Animated with BP_LSling frames. RandomSoundSlingshotLeft.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Fswitches\u002F30._note\u003C\u002Fcode>: PulseSw 38. RightSlingShot_Slingshot event. Uses SlingshotCorrection (RS object). Animated with BP_RSling frames. RandomSoundSlingshotRight.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Fswitches\u002F31._note\u003C\u002Fcode>: 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.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Fswitches\u002F32._note\u003C\u002Fcode>: 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.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Fswitches\u002F33._note\u003C\u002Fcode>: Controller.Switch(42) on\u002Foff. Wire trigger with AnimateWire animation.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Fcoils\u002F0._vbscript_callback\u003C\u002Fcode>: SolRelease\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Fcoils\u002F0._inferred_type\u003C\u002Fcode>: ball_management\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Fcoils\u002F0._note\u003C\u002Fcode>: Kicks ball from Drain kicker. Drain.kick 60,15. Single-ball system — no multi-ball trough. Ball is created in Drain at table init.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Fcoils\u002F1._vbscript_callback\u003C\u002Fcode>: SetRelayGI\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Fcoils\u002F1._inferred_type\u003C\u002Fcode>: mechanism\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Fcoils\u002F1._note\u003C\u002Fcode>: 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.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Fcoils\u002F2._vbscript_callback\u003C\u002Fcode>: KnockerSolenoid\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Fcoils\u002F2._inferred_type\u003C\u002Fcode>: knocker\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Fcoils\u002F2._note\u003C\u002Fcode>: SolCallback has trailing apostrophe commenting out the callback name (&#39;KnockerSolenoid&#39;&#39;) — but the Sub KnockerSolenoid() exists and plays &#39;Bell&#39; sound via SoundFX(&#39;Bell&#39;,DOFKnocker). Comment says &#39;Repurposed for bell sound&#39;. On the real machine this was likely the bell solenoid.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Fcoils\u002F3._vbscript_callback\u003C\u002Fcode>: BackglassLit\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Fcoils\u002F3._inferred_type\u003C\u002Fcode>: mechanism\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Fcoils\u002F3._note\u003C\u002Fcode>: Controls VR backglass illumination (VR_BGLit visibility). Only active in VR mode. On the real machine this likely controlled a backglass illumination relay.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F0._note\u003C\u002Fcode>: Controller.Lamp(1) checked in UpdateTextBoxes\u002FUpdateVRLamps. Shows &#39;KEEP_SHOOTING&#39; text \u002F KeepShootingReel. Same Player Shoots Again indicator.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F1._note\u003C\u002Fcode>: Controller.Lamp(2) checked in UpdateTextBoxes\u002FUpdateVRLamps. Shows &#39;BIP&#39; text \u002F BIPReel.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F2._note\u003C\u002Fcode>: Controller.Lamp(3) checked in UpdateTextBoxes\u002FUpdateVRLamps. Shows &#39;TILT&#39; text \u002F TiltReel.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F3._note\u003C\u002Fcode>: Controller.Lamp(4) checked in UpdateTextBoxes\u002FUpdateVRLamps. Shows &#39;GAME_OVER&#39; text \u002F GameOverReel.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F4._note\u003C\u002Fcode>: Controller.Lamp(5) checked in UpdateTextBoxes\u002FUpdateVRLamps. Shows &#39;MATCH&#39; text \u002F MatchReel.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F5._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L7 present. vpmMapLights AllLamps assigns via TimerInterval.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F6._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L8 present (illuminates PostCenter). vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F7._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L9 present. vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F8._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L10 present (illuminates area around sw9 standup target). vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F9._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L11 present (illuminates area around sw10 standup target). vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F10._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L12 present (illuminates area around sw12). vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F11._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L13 present (illuminates area around sw12\u002Fsw13). vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F12._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L14 present (illuminates area around sw14). vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F13._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L15 present (illuminates area around sw15). vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F14._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L16 present. vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F15._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L17 present. vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F16._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L18 present. vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F17._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L19 present. vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F18._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L20 present. Opacity doubled at init (BL_L_L20 opacity * 2). vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F19._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L21 present (also illuminates RSling area). Opacity doubled at init. vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F20._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L22 present. vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F21._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L23 present. vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F22._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L24 present. vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F23._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L25 present. vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F24._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L26 present. vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F25._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L27 present. vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F26._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L28 present. vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F27._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L29 present. vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F28._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L30 present. vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F29._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L31 present. vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F30._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L32 present. vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F31._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L33 present. vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F32._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L34 present. vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F33._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L35 present. vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F34._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L36 present. vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F35._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L37 present. vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F36._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L38 present. vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F37._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L39 present. vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F38._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L40 present. vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F39._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L41 present. vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F40._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L42 present. vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F41._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L43 present. vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F42._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L44 present. vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F43._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L45 present. vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F44._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L46 present. vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F45._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L47 present. vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F46._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L48 present. vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F47._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L49 present. vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F48._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L50 present. vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F49._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L51 present. vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F50._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L52 present. vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F51._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L53 present. vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F52._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L54 present. vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F53._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L55 present. vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F54._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L56 present. vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F55._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L57 present. vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F56._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L58 present. vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F57._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L59 present. vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F58._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L60 present (illuminates left flipper area \u002F FlipperLup). vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F59._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L61 present. vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F60._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L62 present (illuminates right flipper area \u002F FlipperRup). vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F61._note\u003C\u002Fcode>: VLM baked lighting array BL_L_L63 present (illuminates right flipper area \u002F FlipperRup). vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002Flamps\u002F62._note\u003C\u002Fcode>: VLM baked lighting array BL_L_l64 present. vpmMapLights AllLamps.\u003C\u002Fli>\n\u003Cli>\u003Ccode>games\u002Ftime-fantasy.json#\u002F_source\u002Fconfidence_notes\u003C\u002Fcode>: High confidence extraction from VPW v1.0 by mcarter78\u002Fapophis. 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 &#39;Drain&#39;) 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\u002FcvpmTrough framework is used. Switches identified from Controller.Switch on\u002Foff 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\u002Fphysics). 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\u002FUpdateVRLamps (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 &#39;Repurposed for bell sound&#39;). No cvpmMech, no diverters, no drop targets, no ramp diverters found.\u003C\u002Fli>\n\u003C\u002Ful>\n\u003Ch2 id=\"unresolved-questions\">Unresolved questions\u003C\u002Fh2>\n\u003Cul>\n\u003Cli>Is the I\u002FO enumeration complete for every supported physical\u002Fcontroller variant?\u003C\u002Fli>\n\u003Cli>Which inferred VPX behaviors reflect real hardware, and which are table-script conveniences?\u003C\u002Fli>\n\u003Cli>Are all mechanism home states, sensors, motion constraints, and ball interactions documented?\u003C\u002Fli>\n\u003C\u002Ful>\n\u003Ch2 id=\"sources\">Sources\u003C\u002Fh2>\n\u003Cul>\n\u003Cli>\u003Ccode>legacy.game.time-fantasy\u003C\u002Fcode>: \u003Ccode>games\u002Ftime-fantasy.json\u003C\u002Fcode> at the pinned migration revision.\u003C\u002Fli>\n\u003C\u002Ful>\n",[1309,1312,1315,1318,1321,1324,1327,1330,1333,1336,1339],{"id":1310,"text":1311},"overview","Overview",{"id":1313,"text":1314},"playfield-devices","Playfield devices",{"id":1316,"text":1317},"custom-mechanisms","Custom mechanisms",{"id":1319,"text":1320},"ball-state-transitions","Ball-state transitions",{"id":1322,"text":1323},"controller-interactions","Controller interactions",{"id":1325,"text":1326},"service-and-setup-information","Service and setup information",{"id":1328,"text":1329},"timing-and-tuning-observations","Timing and tuning observations",{"id":1331,"text":1332},"recreation-guidance","Recreation guidance",{"id":1334,"text":1335},"evidence-notes","Evidence notes",{"id":1337,"text":1338},"unresolved-questions","Unresolved questions",{"id":1340,"text":1341},"sources","Sources",[1343],{"label":1344,"value":1345},"Coverage","partial - source-derived recreation knowledge requiring validation",[1347],{"coverage_status":23,"definition":1306,"definition_sha256":1348,"description":45,"flags":4,"id":46,"machine_id":504,"manufacturer":47,"root_driver":46,"year":48},"c88cc96aa274e4ec0c03b65b8adcbc215aaa20a97466eea2b493700f49afa283",[1350,1354],{"slug":1351,"name":1352,"manufacturer":47,"year":1353,"status":23},"williams-defender-1982","Defender",1982,{"slug":1355,"name":1356,"manufacturer":47,"year":1353,"status":23},"williams-warlok-1982","Warlok",null,{"left":4,"top":4,"width":5,"height":5,"rotate":4,"vFlip":6,"hFlip":6,"body":1359,"hidden":12},"\u003Cg fill=\"none\" stroke=\"currentColor\" stroke-linecap=\"round\" stroke-linejoin=\"round\" stroke-width=\"2\">\u003Cpath d=\"M4 22h14a2 2 0 0 0 2-2V7l-5-5H6a2 2 0 0 0-2 2v4\"\u002F>\u003Cpath d=\"M14 2v4a2 2 0 0 0 2 2h4M4 12a1 1 0 0 0-1 1v1a1 1 0 0 1-1 1a1 1 0 0 1 1 1v1a1 1 0 0 0 1 1m4 0a1 1 0 0 0 1-1v-1a1 1 0 0 1 1-1a1 1 0 0 1-1-1v-1a1 1 0 0 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