White Water

Partial

Williams1993WPC-FLIPTRONICwilliams.white-water.1993

Wire it up

what an authoring tool needs first
Bind this ROM
ww_l5

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

Controller platform
pinmame.wpc-fliptronic

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
11–108 (80)
GI
0–4 (5)
DIP
1–8 (8)
Cabinet & flipper inputs
112flipper.lower.right.button114flipper.lower.left.button116flipper.upper.right.button1cabinet.coin.12cabinet.coin.23cabinet.coin.34cabinet.coin.413cabinet.start14cabinet.tilt21cabinet.slam-tilt22cabinet.coin-door23cabinet.service

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

194 placements · 32 stacked · normalised player view · outline is nominal

315 Outhole · 1 Outhole · 2 Playfield Lower216 Left Jet Bumper · 12 Left Jet Bumper217 Right Jet Bumper · 13 Right Jet Bumper218 Center Jet Bumper · 14 Center Jet Bumper225 Left Outlane · 5 Kickback26 Left Flipper Lane27 Right Flipper Lane28 Right Outlane31 River "R2"32 River "E"33 River "V"34 River "I"35 River "R1"36 3-Bank Top37 3-Bank Center238 3-Bank Lower · 1 Playfield Center41 Light Lock Left42 Light Lock Right43 Left Loop44 Right Loop45 Secret Passage246 Left Ramp Enter · 0 Playfield Upper47 Rapids Enter48 Canyon Entrance251 Left Sling · 10 Left Sling252 Right Sling · 11 Right Sling53 Ball Shooter54 Lower Jet Arena55 Right Jet Arena56 Extra Ball57 Canyon Main258 Bigfoot Cave · 51 Hazzard 1261 Whirlpool Popper · 3 Whirlpool Popper62 Whirlpool Exit263 Lockup Right · 4 Lockup Popper64 Lockup Center65 Lockup Left66 Left Ramp Main268 Disaster Drop Enter · 0 Playfield Upper71 Rapids Ramp Main73 Hot Foot Upper74 Hot Foot Lower75 Disaster Drop Main276 Right Trough · 2 Ball Serve77 Center Trough78 Left Trough586 Bigfoot Opto 1 · 87 Bigfoot Opto 2 · 25 Bigfoot Drive · 26 Bigfoot Enable · 0 Playfield Upper6 Ramp Diverter17 Bigfoot Body Flasher18 Right Mountains Flasher19 Left Mountains Flasher20 Upper Left Playfield Flasher321 Insanity Falls Flasher · 23 River "V" · 24 River "E"22 Whirlpool Popper Flasher23 Whirlpool Enter Flasher24 Bigfoot Cave Flasher233 Upper Right Flipper Power · 34 Upper Right Flipper Hold245 Lower Right Flipper Power · 46 Lower Right Flipper Hold247 Lower Left Flipper Power · 48 Lower Left Flipper Hold11 Shoot Again12 Kickback13 Left Outlane214 Left Flipper Lane · 2 Playfield Lower15 Right Flipper Lane16 Right Outlane18 6X Multiplier21 River "R1"22 River "I"25 River "R2"26 Hazzard 3227 Lock 1 · 28 Lock 231 Raft 732 Raft 833 Wet Willie34 Ramps Millions35 Hazzard 436 Left Light Lock37 2X Multiplier38 3X Multiplier41 3-Bank Center42 3-Bank Lower43 Lock Release44 3-Bank Top45 Hazzard 446 Right Light Lock47 4X Multiplier48 5X Multiplier52 Hazzard 553 Hazzard 654 Hazzard 756 Extra Ball57 Whirl Challange58 Boulder Man Over61 Raft 162 Raft 263 Raft 364 Raft 465 Raft 566 Raft 667 2-Bank Upper68 2-Bank Lower71 Whirlpool 172 Whirlpool 273 Whirlpool 374 Whirlpool 475 Whirlpool 576 Whirlpool 6277 Multi Jackpot · 0 Playfield Upper78 Bigfoot Jackpot81 Light Extra Ball82 Advance Raft83 Mystery84 Boulder 5X Award30 Playfield Upper · 0 Playfield Upper · 0 Playfield Upper0 Playfield Upper0 Playfield Upper0 Playfield Upper0 Playfield Upper20 Playfield Upper · 0 Playfield Upper0 Playfield Upper20 Playfield Upper · 0 Playfield Upper20 Playfield Upper · 0 Playfield Upper0 Playfield Upper20 Playfield Upper · 0 Playfield Upper20 Playfield Upper · 0 Playfield Upper20 Playfield Upper · 0 Playfield Upper20 Playfield Upper · 0 Playfield Upper0 Playfield Upper0 Playfield Upper1 Playfield Center1 Playfield Center1 Playfield Center1 Playfield Center1 Playfield Center1 Playfield Center1 Playfield Center1 Playfield Center1 Playfield Center1 Playfield Center2 Playfield Lower2 Playfield Lower2 Playfield Lower2 Playfield Lower2 Playfield Lower2 Playfield Lower2 Playfield Lower22 Playfield Lower · 2 Playfield Lower2 Playfield Lower22 Playfield Lower · 2 Playfield Lower2 Playfield Lower2 Playfield Lower2 Playfield Lower2 Playfield Lower2 Playfield Lower2 Playfield Lower2 Playfield Lower

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 playfield127
  • sensorsenses the ball48
  • effectmoves the ball19
  • nStackseveral devices in one spot32
136 devices shown

Not on the playfield46 cabinet or service, 17 unused, 10 virtual, 8 dip switch, 3 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.

Catalog Identity
validated
Address Enumeration
validated
Semantic Naming
validated
Physical Wiring
validated
Mechanisms
validated
Variant Coverage
validated
Recreation Knowledge
validated
Still missing · 1
Spatial Placement

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 Fliptronic CPU board
validated
2
Center Coin Chute
Button
switch.cabinet-2
cabinet.coin.2
J205-2Orange-Red
WPC Fliptronic CPU board
validated
3
Right Coin Chute
Button
switch.cabinet-3
cabinet.coin.3
J205-3Orange-Black
WPC Fliptronic CPU board
validated
4
4th Coin Chuteopt
Button
switch.cabinet-4
cabinet.coin.4
J205-4Orange-Yellow
WPC Fliptronic CPU board
validated
5
Service Credits / Escape
Button
switch.cabinet-5
service.escape
J205-6Orange-Green
WPC Fliptronic CPU board
validated
6
Volume Down / Down
Button
switch.cabinet-6
service.down
J205-7Orange-Blue
WPC Fliptronic CPU board
validated
7
Volume Up / Up
Button
switch.cabinet-7
service.up
J205-8Orange-Violet
WPC Fliptronic CPU board
validated
8
Begin Test / Enter
Button
switch.cabinet-8
service.enter
J205-9Orange-Gray
WPC Fliptronic CPU board
validated
11
Not Used Matrix Position 11
switch.matrix-11
J207-1Green-Brown
J209-1White-Brown
WPC Fliptronic CPU board
validated
12
Not Used Matrix Position 12
switch.matrix-12
J207-1Green-Brown
J209-2White-Red
WPC Fliptronic CPU board
validated
13
Start Button
Button
switch.matrix-13
cabinet.start
J207-1Green-Brown
J209-3White-Orange
WPC Fliptronic CPU board
validated
14
Plumb Bob Tilt
Tilt
switch.matrix-14
cabinet.tilt
J207-1Green-Brown
J209-4White-Yellow
WPC Fliptronic CPU board
validated
15
Outhole
Microswitch
switch.matrix-15
J207-1Green-Brown
J209-5White-Green
WPC Fliptronic CPU board
validated
16
Left Jet Bumper
Microswitch
switch.matrix-16
J207-1Green-Brown
J209-7White-Blue
WPC Fliptronic CPU board
validated
17
Right Jet Bumper
Microswitch
switch.matrix-17
J207-1Green-Brown
J209-8White-Violet
WPC Fliptronic CPU board
validated
18
Center Jet Bumper
Microswitch
switch.matrix-18
J207-1Green-Brown
J209-9White-Gray
WPC Fliptronic CPU board
validated
21
Slam Tilt
Leaf
switch.matrix-21
cabinet.slam-tilt
J207-2Green-Red
J209-1White-Brown
WPC Fliptronic CPU board
validated
22
Coin Door Closed
Microswitch
switch.matrix-22
cabinet.coin-door
J207-2Green-Red
J209-2White-Red
WPC Fliptronic CPU board
validated
23
Ticket Opto
Other
switch.matrix-23
cabinet.service
J207-2Green-Red
J209-3White-Orange
WPC Fliptronic CPU board
validated
25
Left Outlane
Microswitch
switch.matrix-25
J207-2Green-Red
J209-5White-Green
WPC Fliptronic CPU board
validated
26
Left Flipper Lane
Microswitch
switch.matrix-26
J207-2Green-Red
J209-7White-Blue
WPC Fliptronic CPU board
validated
27
Right Flipper Lane
Microswitch
switch.matrix-27
J207-2Green-Red
J209-8White-Violet
WPC Fliptronic CPU board
validated
28
Right Outlane
Microswitch
switch.matrix-28
J207-2Green-Red
J209-9White-Gray
WPC Fliptronic CPU board
validated
31
River "R2"
Microswitch
switch.matrix-31
J207-3Green-Orange
J209-1White-Brown
WPC Fliptronic CPU board
validated
32
River "E"
Microswitch
switch.matrix-32
J207-3Green-Orange
J209-2White-Red
WPC Fliptronic CPU board
validated
33
River "V"
Microswitch
switch.matrix-33
J207-3Green-Orange
J209-3White-Orange
WPC Fliptronic CPU board
validated
34
River "I"
Microswitch
switch.matrix-34
J207-3Green-Orange
J209-4White-Yellow
WPC Fliptronic CPU board
validated
35
River "R1"
Microswitch
switch.matrix-35
J207-3Green-Orange
J209-5White-Green
WPC Fliptronic CPU board
validated
36
3-Bank Top
Microswitch
switch.matrix-36
J207-3Green-Orange
J209-7White-Blue
WPC Fliptronic CPU board
validated
37
3-Bank Center
Microswitch
switch.matrix-37
J207-3Green-Orange
J209-8White-Violet
WPC Fliptronic CPU board
validated
38
3-Bank Lower
Microswitch
switch.matrix-38
J207-3Green-Orange
J209-9White-Gray
WPC Fliptronic CPU board
validated
41
Light Lock Left
Microswitch
switch.matrix-41
J207-4Green-Yellow
J209-1White-Brown
WPC Fliptronic CPU board
validated
42
Light Lock Right
Microswitch
switch.matrix-42
J207-4Green-Yellow
J209-2White-Red
WPC Fliptronic CPU board
validated
43
Left Loop
Microswitch
switch.matrix-43
J207-4Green-Yellow
J209-3White-Orange
WPC Fliptronic CPU board
validated
44
Right Loop
Microswitch
switch.matrix-44
J207-4Green-Yellow
J209-4White-Yellow
WPC Fliptronic CPU board
validated
45
Secret Passage
Microswitch
switch.matrix-45
J207-4Green-Yellow
J209-5White-Green
WPC Fliptronic CPU board
validated
46
Left Ramp Enter
Microswitch
switch.matrix-46
J207-4Green-Yellow
J209-7White-Blue
WPC Fliptronic CPU board
validated
47
Rapids Enter
Microswitch
switch.matrix-47
J207-4Green-Yellow
J209-8White-Violet
WPC Fliptronic CPU board
validated
48
Canyon Entrance
Microswitch
switch.matrix-48
J207-4Green-Yellow
J209-9White-Gray
WPC Fliptronic CPU board
validated
51
Left Sling
Leaf
switch.matrix-51
J207-5Green-Black
J209-1White-Brown
WPC Fliptronic CPU board
validated
52
Right Sling
Leaf
switch.matrix-52
J207-5Green-Black
J209-2White-Red
WPC Fliptronic CPU board
validated
53
Ball Shooter
Microswitch
switch.matrix-53
J207-5Green-Black
J209-3White-Orange
WPC Fliptronic CPU board
validated
54
Lower Jet Arena
Microswitch
switch.matrix-54
J207-5Green-Black
J209-4White-Yellow
WPC Fliptronic CPU board
validated
55
Right Jet Arena
Microswitch
switch.matrix-55
J207-5Green-Black
J209-5White-Green
WPC Fliptronic CPU board
validated
56
Extra Ball
Microswitch
switch.matrix-56
J207-5Green-Black
J209-7White-Blue
WPC Fliptronic CPU board
validated
57
Canyon Main
Microswitch
switch.matrix-57
J207-5Green-Black
J209-8White-Violet
WPC Fliptronic CPU board
validated
58
Bigfoot Cave
Microswitch
switch.matrix-58
J207-5Green-Black
J209-9White-Gray
WPC Fliptronic CPU board
validated
61
Whirlpool PopperNC
Opto
switch.matrix-61
J207-6Green-Blue
J209-1White-Brown
WPC Fliptronic CPU board
validated
62
Whirlpool ExitNC
Opto
switch.matrix-62
J207-6Green-Blue
J209-2White-Red
WPC Fliptronic CPU board
validated
63
Lockup RightNC
Opto
switch.matrix-63
J207-6Green-Blue
J209-3White-Orange
WPC Fliptronic CPU board
validated
64
Lockup CenterNC
Opto
switch.matrix-64
J207-6Green-Blue
J209-4White-Yellow
WPC Fliptronic CPU board
validated
65
Lockup LeftNC
Opto
switch.matrix-65
J207-6Green-Blue
J209-5White-Green
WPC Fliptronic CPU board
validated
66
Left Ramp MainNC
Opto
switch.matrix-66
J207-6Green-Blue
J209-7White-Blue
WPC Fliptronic CPU board
validated
67
Not Used Matrix Position 67
switch.matrix-67
J207-6Green-Blue
J209-8White-Violet
WPC Fliptronic CPU board
validated
68
Disaster Drop EnterNC
Opto
switch.matrix-68
J207-6Green-Blue
J209-9White-Gray
WPC Fliptronic CPU board
validated
71
Rapids Ramp Main
Microswitch
switch.matrix-71
J207-7Green-Violet
J209-1White-Brown
WPC Fliptronic CPU board
validated
72
Not Used Matrix Position 72
switch.matrix-72
J207-7Green-Violet
J209-2White-Red
WPC Fliptronic CPU board
validated
73
Hot Foot Upper
Microswitch
switch.matrix-73
J207-7Green-Violet
J209-3White-Orange
WPC Fliptronic CPU board
validated
74
Hot Foot Lower
Microswitch
switch.matrix-74
J207-7Green-Violet
J209-4White-Yellow
WPC Fliptronic CPU board
validated
75
Disaster Drop Main
Microswitch
switch.matrix-75
J207-7Green-Violet
J209-5White-Green
WPC Fliptronic CPU board
validated
76
Right Trough
Microswitch
switch.matrix-76
J207-7Green-Violet
J209-7White-Blue
WPC Fliptronic CPU board
validated
77
Center Trough
Microswitch
switch.matrix-77
J207-7Green-Violet
J209-8White-Violet
WPC Fliptronic CPU board
validated
78
Left Trough
Microswitch
switch.matrix-78
J207-7Green-Violet
J209-9White-Gray
WPC Fliptronic CPU board
validated
81
Not Used Matrix Position 81
switch.matrix-81
J207-9Green-Gray
J209-1White-Brown
WPC Fliptronic CPU board
validated
82
Not Used Matrix Position 82
switch.matrix-82
J207-9Green-Gray
J209-2White-Red
WPC Fliptronic CPU board
validated
83
Not Used Matrix Position 83
switch.matrix-83
J207-9Green-Gray
J209-3White-Orange
WPC Fliptronic CPU board
validated
84
Not Used Matrix Position 84
switch.matrix-84
J207-9Green-Gray
J209-4White-Yellow
WPC Fliptronic CPU board
validated
85
Not Used Matrix Position 85
switch.matrix-85
J207-9Green-Gray
J209-5White-Green
WPC Fliptronic CPU board
validated
86
Bigfoot Opto 1NC
Opto
switch.matrix-86
J207-9Green-Gray
J209-7White-Blue
WPC Fliptronic CPU board
validated
87
Bigfoot Opto 2NC
Opto
switch.matrix-87
J207-9Green-Gray
J209-8White-Violet
WPC Fliptronic CPU board
validated
88
Not Used Matrix Position 88
switch.matrix-88
J207-9Green-Gray
J209-9White-Gray
WPC Fliptronic CPU board
validated
111
Lower Right Flipper EOS
switch.generic-111
internal.flipper.lower.right.eos
J905-1Black-Green
WPC Fliptronic CPU board
validated
112
Lower Right Flipper ButtonNC
Opto
switch.generic-112
flipper.lower.right.button
J905-2Blue-Violet
WPC Fliptronic CPU board
validated
113
Lower Left Flipper EOS
switch.generic-113
internal.flipper.lower.left.eos
J906-3Black-Blue
WPC Fliptronic CPU board
validated
114
Lower Left Flipper ButtonNC
Opto
switch.generic-114
flipper.lower.left.button
J905-2Blue-Gray
WPC Fliptronic CPU board
validated
115
Upper Right Flipper EOS
switch.generic-115
internal.flipper.upper.right.eos
J906-4Black-Violet
WPC Fliptronic CPU board
validated
116
Upper Right Flipper ButtonNC
Opto
switch.generic-116
flipper.upper.right.button
J905-3Black-Yellow
WPC Fliptronic CPU board
validated
117
Not Used Upper Left Flipper EOS
switch.generic-117
internal.unused.flipper
J906-5Black-Gray
WPC Fliptronic CPU board
validated
118
Not Used Upper Left Flipper Button
switch.generic-118
internal.unused.flipper
J905-5Black-Blue
WPC Fliptronic CPU board
validated

Controlled devices

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

Coils, magnets & motors

26
26 shown
# Name Device ID Kind Role Wiring Evidence
1
Outhole
device.outhole Coil
Q82
WPC power driver board
validated
2
Ball Serve
device.ball-serve Coil
Q80
WPC power driver board
validated
3
Whirlpool Popper
device.whirlpool-popper Coil
Q78
WPC power driver board
validated
4
Lockup Popper
device.lockup-popper Coil
Q76
WPC power driver board
validated
5
Kickback
device.kickback Coil
Q64
WPC power driver board
validated
6
Ramp Diverter
device.ramp-diverter Coil
Q66
WPC power driver board
validated
7
Knocker
device.knocker Coil
cabinet.knocker
Q68
WPC power driver board
validated
10
Left Sling
device.left-sling Coil
Q56
WPC power driver board
validated
11
Right Sling
device.right-sling Coil
Q54
WPC power driver board
validated
12
Left Jet Bumper
device.left-jet-bumper Coil
Q52
WPC power driver board
validated
13
Right Jet Bumper
device.right-jet-bumper Coil
Q50
WPC power driver board
validated
14
Center Jet Bumper
device.center-jet-bumper Coil
Q48
WPC power driver board
validated
25
Bigfoot Drive
device.bigfoot-drive Motor
Q26
WPC power driver board
validated
26
Bigfoot Enable
device.bigfoot-enable Motor
Q24
WPC power driver board
validated
29
WPC J111 General-Purpose Relay Bit A
device.wpc-j111-general-purpose-relay-bit-a Relay
internal.wpc-state
validated
30
WPC J111 General-Purpose Relay Bit B
device.wpc-j111-general-purpose-relay-bit-b Relay
internal.wpc-state
validated
31
Tilt Relay (WPC J111 GPIO)
device.tilt-relay-wpc-j111-gpio Relay
internal.wpc-state
validated
32
WPC J111 General-Purpose Relay Bit D
device.wpc-j111-general-purpose-relay-bit-d Relay
internal.wpc-state
validated
33
Upper Right Flipper Power
device.upper-right-flipper-power Coil
Q2Blu-Yel
WPC power driver board
validated
34
Upper Right Flipper Hold
device.upper-right-flipper-hold Coil
Q7Org-Vio
WPC power driver board
validated
35
Not Used Upper Left Flipper Power
device.not-used-upper-left-flipper-power Coil
WPC power driver board
validated
36
Not Used Upper Left Flipper Hold
device.not-used-upper-left-flipper-hold Coil
WPC power driver board
validated
45
Lower Right Flipper Power
device.lower-right-flipper-power Coil
Q4Blu-Yel
WPC power driver board
validated
46
Lower Right Flipper Hold
device.lower-right-flipper-hold Coil
Q11Blu-Vio
WPC power driver board
validated
47
Lower Left Flipper Power
device.lower-left-flipper-power Coil
Q3Gry-Yel
WPC power driver board
validated
48
Lower Left Flipper Hold
device.lower-left-flipper-hold Coil
Q9Org-Blu
WPC power driver board
validated

Flashers

12
12 shown
# Name Device ID Role Wiring Evidence
8
Backglass Flasher
device.backglass-flasher
cabinet.backbox
Q70
WPC power driver board
validated
9
Wet Willie Head Flasher
device.wet-willie-head-flasher
cabinet.backbox
Q58
WPC power driver board
validated
15
Backglass Raft Flasher
device.backglass-raft-flasher
cabinet.backbox
Q46
WPC power driver board
validated
16
Backglass Riders Flasher
device.backglass-riders-flasher
cabinet.backbox
Q44
WPC power driver board
validated
17
Bigfoot Body Flasher
device.bigfoot-body-flasher
Q42
WPC power driver board
validated
18
Right Mountains Flasher
device.right-mountains-flasher
Q40
WPC power driver board
validated
19
Left Mountains Flasher
device.left-mountains-flasher
Q38
WPC power driver board
validated
20
Upper Left Playfield Flasher
device.upper-left-playfield-flasher
Q36
WPC power driver board
validated
21
Insanity Falls Flasher
device.insanity-falls-flasher
Q28
WPC power driver board
validated
22
Whirlpool Popper Flasher
device.whirlpool-popper-flasher
Q30
WPC power driver board
validated
23
Whirlpool Enter Flasher
device.whirlpool-enter-flasher
Q34
WPC power driver board
validated
24
Bigfoot Cave Flasher
device.bigfoot-cave-flasher
Q32
WPC power driver board
validated

Lamps

80

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
9
10
Hover or tap an address to identify it.
80 shown
# Name Device ID Role Wiring Evidence
11
Shoot Again
lamp.matrix-11
Q98 column driver with Q90 row driver
WPC power driver board
validated
12
Kickback
lamp.matrix-12
Q98 column driver with Q89 row driver
WPC power driver board
validated
13
Left Outlane
lamp.matrix-13
Q98 column driver with Q88 row driver
WPC power driver board
validated
14
Left Flipper Lane
lamp.matrix-14
Q98 column driver with Q87 row driver
WPC power driver board
validated
15
Right Flipper Lane
lamp.matrix-15
Q98 column driver with Q86 row driver
WPC power driver board
validated
16
Right Outlane
lamp.matrix-16
Q98 column driver with Q85 row driver
WPC power driver board
validated
17
Lights Whirlpool
lamp.matrix-17
Q98 column driver with Q84 row driver
WPC power driver board
validated
18
6X Multiplier
lamp.matrix-18
Q98 column driver with Q83 row driver
WPC power driver board
validated
21
River "R1"
lamp.matrix-21
Q97 column driver with Q90 row driver
WPC power driver board
validated
22
River "I"
lamp.matrix-22
Q97 column driver with Q89 row driver
WPC power driver board
validated
23
River "V"
lamp.matrix-23
Q97 column driver with Q88 row driver
WPC power driver board
validated
24
River "E"
lamp.matrix-24
Q97 column driver with Q87 row driver
WPC power driver board
validated
25
River "R2"
lamp.matrix-25
Q97 column driver with Q86 row driver
WPC power driver board
validated
26
Hazzard 3
lamp.matrix-26
Q97 column driver with Q85 row driver
WPC power driver board
validated
27
Lock 1
lamp.matrix-27
Q97 column driver with Q84 row driver
WPC power driver board
validated
28
Lock 2
lamp.matrix-28
Q97 column driver with Q83 row driver
WPC power driver board
validated
31
Raft 7
lamp.matrix-31
Q96 column driver with Q90 row driver
WPC power driver board
validated
32
Raft 8
lamp.matrix-32
Q96 column driver with Q89 row driver
WPC power driver board
validated
33
Wet Willie
lamp.matrix-33
Q96 column driver with Q88 row driver
WPC power driver board
validated
34
Ramps Millions
lamp.matrix-34
Q96 column driver with Q87 row driver
WPC power driver board
validated
35
Hazzard 4
lamp.matrix-35
Q96 column driver with Q86 row driver
WPC power driver board
validated
36
Left Light Lock
lamp.matrix-36
Q96 column driver with Q85 row driver
WPC power driver board
validated
37
2X Multiplier
lamp.matrix-37
Q96 column driver with Q84 row driver
WPC power driver board
validated
38
3X Multiplier
lamp.matrix-38
Q96 column driver with Q83 row driver
WPC power driver board
validated
41
3-Bank Center
lamp.matrix-41
Q95 column driver with Q90 row driver
WPC power driver board
validated
42
3-Bank Lower
lamp.matrix-42
Q95 column driver with Q89 row driver
WPC power driver board
validated
43
Lock Release
lamp.matrix-43
Q95 column driver with Q88 row driver
WPC power driver board
validated
44
3-Bank Top
lamp.matrix-44
Q95 column driver with Q87 row driver
WPC power driver board
validated
45
Hazzard 4
lamp.matrix-45
Q95 column driver with Q86 row driver
WPC power driver board
validated
46
Right Light Lock
lamp.matrix-46
Q95 column driver with Q85 row driver
WPC power driver board
validated
47
4X Multiplier
lamp.matrix-47
Q95 column driver with Q84 row driver
WPC power driver board
validated
48
5X Multiplier
lamp.matrix-48
Q95 column driver with Q83 row driver
WPC power driver board
validated
51
Hazzard 1
lamp.matrix-51
Q94 column driver with Q90 row driver
WPC power driver board
validated
52
Hazzard 5
lamp.matrix-52
Q94 column driver with Q89 row driver
WPC power driver board
validated
53
Hazzard 6
lamp.matrix-53
Q94 column driver with Q88 row driver
WPC power driver board
validated
54
Hazzard 7
lamp.matrix-54
Q94 column driver with Q87 row driver
WPC power driver board
validated
55
Whirlpool Lit
lamp.matrix-55
Q94 column driver with Q86 row driver
WPC power driver board
validated
56
Extra Ball
lamp.matrix-56
Q94 column driver with Q85 row driver
WPC power driver board
validated
57
Whirl Challange
lamp.matrix-57
Q94 column driver with Q84 row driver
WPC power driver board
validated
58
Boulder Man Over
lamp.matrix-58
Q94 column driver with Q83 row driver
WPC power driver board
validated
61
Raft 1
lamp.matrix-61
Q93 column driver with Q90 row driver
WPC power driver board
validated
62
Raft 2
lamp.matrix-62
Q93 column driver with Q89 row driver
WPC power driver board
validated
63
Raft 3
lamp.matrix-63
Q93 column driver with Q88 row driver
WPC power driver board
validated
64
Raft 4
lamp.matrix-64
Q93 column driver with Q87 row driver
WPC power driver board
validated
65
Raft 5
lamp.matrix-65
Q93 column driver with Q86 row driver
WPC power driver board
validated
66
Raft 6
lamp.matrix-66
Q93 column driver with Q85 row driver
WPC power driver board
validated
67
2-Bank Upper
lamp.matrix-67
Q93 column driver with Q84 row driver
WPC power driver board
validated
68
2-Bank Lower
lamp.matrix-68
Q93 column driver with Q83 row driver
WPC power driver board
validated
71
Whirlpool 1
lamp.matrix-71
Q92 column driver with Q90 row driver
WPC power driver board
validated
72
Whirlpool 2
lamp.matrix-72
Q92 column driver with Q89 row driver
WPC power driver board
validated
73
Whirlpool 3
lamp.matrix-73
Q92 column driver with Q88 row driver
WPC power driver board
validated
74
Whirlpool 4
lamp.matrix-74
Q92 column driver with Q87 row driver
WPC power driver board
validated
75
Whirlpool 5
lamp.matrix-75
Q92 column driver with Q86 row driver
WPC power driver board
validated
76
Whirlpool 6
lamp.matrix-76
Q92 column driver with Q85 row driver
WPC power driver board
validated
77
Multi Jackpot
lamp.matrix-77
Q92 column driver with Q84 row driver
WPC power driver board
validated
78
Bigfoot Jackpot
lamp.matrix-78
Q92 column driver with Q83 row driver
WPC power driver board
validated
81
Light Extra Ball
lamp.matrix-81
Q91 column driver with Q90 row driver
WPC power driver board
validated
82
Advance Raft
lamp.matrix-82
Q91 column driver with Q89 row driver
WPC power driver board
validated
83
Mystery
lamp.matrix-83
Q91 column driver with Q88 row driver
WPC power driver board
validated
84
Boulder 5X Award
lamp.matrix-84
Q91 column driver with Q87 row driver
WPC power driver board
validated
85
Not Used Lamp Position 85
lamp.matrix-85
Q91 column driver with Q86 row driver
WPC power driver board
validated
86
Not Used Lamp Position 86
lamp.matrix-86
Q91 column driver with Q85 row driver
WPC power driver board
validated
87
Not Used Lamp Position 87
lamp.matrix-87
Q91 column driver with Q84 row driver
WPC power driver board
validated
88
Start Button
lamp.matrix-88
cabinet.start
Q91 column driver with Q83 row driver
WPC power driver board
validated
91
Chase Lamp Board Output 91
lamp.chase-91
cabinet.chase-lamp
validated
92
Chase Lamp Board Output 92
lamp.chase-92
cabinet.chase-lamp
validated
93
Chase Lamp Board Output 93
lamp.chase-93
cabinet.chase-lamp
validated
94
Chase Lamp Board Output 94
lamp.chase-94
cabinet.chase-lamp
validated
95
Chase Lamp Board Output 95
lamp.chase-95
cabinet.chase-lamp
validated
96
Chase Lamp Board Output 96
lamp.chase-96
cabinet.chase-lamp
validated
97
Chase Lamp Board Output 97
lamp.chase-97
cabinet.chase-lamp
validated
98
Chase Lamp Board Output 98
lamp.chase-98
cabinet.chase-lamp
validated
101
Chase Lamp Board Output 101
lamp.chase-101
cabinet.chase-lamp
validated
102
Chase Lamp Board Output 102
lamp.chase-102
cabinet.chase-lamp
validated
103
Chase Lamp Board Output 103
lamp.chase-103
cabinet.chase-lamp
validated
104
Chase Lamp Board Output 104
lamp.chase-104
cabinet.chase-lamp
validated
105
Chase Lamp Board Output 105
lamp.chase-105
cabinet.chase-lamp
validated
106
Chase Lamp Board Output 106
lamp.chase-106
cabinet.chase-lamp
validated
107
Chase Lamp Board Output 107
lamp.chase-107
cabinet.chase-lamp
validated
108
Chase Lamp Board Output 108
lamp.chase-108
cabinet.chase-lamp
validated

General illumination

5
5 shown
# Name Device ID Role Wiring Evidence
0
Playfield Upper
gi.string-1
Q18Wht-Brn
WPC power driver board
validated
1
Playfield Center
gi.string-2
Q10Wht-Org
WPC power driver board
validated
2
Playfield Lower
gi.string-3
Q14Wht-Yel
WPC power driver board
validated
3
Backglass Boat
gi.string-4
cabinet.backbox
Q16Wht-Grn
WPC power driver board
validated
4
Backglass Sky
gi.string-5
cabinet.backbox
Q12Wht-Vio
WPC power driver board
validated

Virtual & other outputs

10
10 shown
# Name Device ID Role Evidence
37
Unused WPC-Fliptronic Address 37
device.unused-wpc-fliptronic-address-37
internal.wpc-state
validated
38
Unused WPC-Fliptronic Address 38
device.unused-wpc-fliptronic-address-38
internal.wpc-state
validated
39
Unused WPC-Fliptronic Address 39
device.unused-wpc-fliptronic-address-39
internal.wpc-state
validated
40
Unused WPC-Fliptronic Address 40
device.unused-wpc-fliptronic-address-40
internal.wpc-state
validated
41
Unused WPC-Fliptronic Address 41
device.unused-wpc-fliptronic-address-41
internal.wpc-state
validated
42
Unused WPC-Fliptronic Address 42
device.unused-wpc-fliptronic-address-42
internal.wpc-state
validated
43
Unused WPC-Fliptronic Address 43
device.unused-wpc-fliptronic-address-43
internal.wpc-state
validated
44
Unused WPC-Fliptronic Address 44
device.unused-wpc-fliptronic-address-44
internal.wpc-state
validated
49
PinMAME Simulator Ball-Shooter Channel
device.pinmame-simulator-ball-shooter-channel
internal.wpc-state
validated
50
Reserved WPC Output 50
device.reserved-wpc-output-50
internal.wpc-state
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
J207-2Green-Red
J209-4White-Yellow
WPC Fliptronic CPU board
validated

Mechanisms

Logical assemblies with their actuators, sensors and observed behaviour. Click a chip to jump to the address it refers to.

Three-position ball trough, outhole, and ball serve

mechanism.trough

Kicker

A drained ball enters the merged Drain/Outhole kicker (switch 15); solenoid 1 (Outhole) kicks it into the three-position trough. Right Trough (76) is nearest the eject end, Center Trough (77) and Left Trough (78) queue behind it nearest the drain entrance. Solenoid 2 (Ball Serve) ejects the ball resting at 76 into the shooter lane.

Manual plunger shooter lane

mechanism.shooter-lane

Other

White Water has a manual pull-back plunger (VPX Plunger object); there is no auto-plunger solenoid in wwGameData. Switch 53 (Ball Shooter) senses the ball resting in the shooter lane.

Whirlpool hole, underground tunnel, and popper

mechanism.whirlpool

Kicker

A ball that falls into the Whirlpool hole (opto 61) travels an underground tunnel and is kicked back to the playfield by solenoid 3 at a different, distant location sensed by opto 62 (Whirlpool Exit) -- the retained script's FallThrough2_Hit handler pulses switch 62 as the ball re-emerges. Flasher solenoid 22 (Whirlpool Popper) and 23 (Whirlpool Enter) light the entry and exit locations.

Three-ball lockup lane and popper

mechanism.lockup

Kicker

A ball enters the lockup lane at Lockup Left (opto 65, outermost), passes Lockup Center (opto 64, which drops a gate: multiballwall65.isDropped = false) and comes to rest at Lockup Right (opto 63), a physical VPX Kicker held until solenoid 4 (Lockup Popper) kicks it back to the playfield. The retained script's own inline comment marks this the '*** three ball lock ***'.

Rotating Bigfoot head and drive motor

mechanism.bigfoot-head

Motorized

A DC gearmotor rotates the Bigfoot figure on the mini-playfield through a 96-step cycle. Solenoid 25 (Bigfoot Drive) pulses one motor step per pulse; solenoid 26 (Bigfoot Enable) sets the rotation direction. Two head-position optos (86 'Bigfoot Opto 1', 87 'Bigfoot Opto 2') report a coarse 2-bit position code. The retained script's BigTimer_Timer sets switches 86/87 at four named 96-step positions: step 24 sets {86=1,87=0} ('Left'/Diverter), step 45 sets {86=0,87=1} ('Up'), step 72 sets {86=0,87=0} ('Right'/Unknown), and step 7 sets {86=1,87=1} ('Down'/Player); pinned PinMAME's own ww_handleMech instead derives the same two bits directly from a 7-bit locals.bigfootPos counter as (bigfootPos/32+1) & {0x02,0x01} -- a different resolution (128 steps in 4 quadrants) of the identical two-sensor hardware. The manual's own T.14 Bigfoot Test independently names the two sensors 'Opto 1'/'Opto 2' and confirms a single reversible drive motor with named head positions, matching this structure.

Canyon ramp diverter

mechanism.ramp-diverter

Diverter

Solenoid 6 (Ramp Diverter) routes a ball entering the Canyon ramp between two downstream paths. Pinned PinMAME's own ww_handleBallState checks core_getSol(sDiverter) directly to choose between its two simulated ramp-continuation states, and the retained script's SolDiv handler animates a companion playfield flap object in step with the coil.

Left outlane kickback

mechanism.kickback

Kicker

A ball that drains down the Left Outlane (switch 25) can be returned to play by solenoid 5 (Kickback); the retained script's Kickback_Hit handler fires the kicker only while it is enabled by the SolKick callback.

Drives

Left and right slingshots

mechanism.slingshots

Other

Each slingshot carries a kick switch (SW-1A-114) and a separate scored switch (SW-1A-120) with a diode across it. The retained script's LeftSlingShot_Slingshot/RightSlingShot_Slingshot handlers pulse matrix addresses 51/52 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.

Upper right (mini-playfield) flipper

mechanism.upper-right-flipper

Other

A single FL-11630 flipper on the mini-playfield near the Bigfoot mechanism, genuinely fitted (wwGameData sets FLIP_SOL(FLIP_UR)); driven by cabinet button opto 116 and end-of-stroke switch 115, the same Fliptronic power/hold pattern as the lower flippers. Unlike some other WPC games, White Water has no upper-left flipper, so this is the mini-playfield's only flipper.

Backbox chase-lamp animation

mechanism.chase-lamp-board

Other

Solenoids 27/28 clock a 16-bit value serially into the A-15761 Chase Light PC Board, which drives two backbox-mounted A-15765 8-lamp boards (16 #194 bulbs total). PinMAME publishes the resulting state at lamp addresses 91-98 and 101-108 (wwGameData's hw.lampCol = 2). The Backbox Assembly parts breakdown lists both boards among the CPU/sound/power-driver backbox hardware, confirming the placement; no printed source names an individual bulb.

Cabinet knocker

mechanism.knocker

Other

Solenoid 7 pulses a cabinet-mounted knocker (B-10686-1) on award/replay events; the retained script's SolCallback(7) plays the knocker sound effect.

Drives

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-Fliptronic bindings, physical wiring (including a clean switch-matrix opto polarity sweep with zero disagreement), mechanism causality, driver-variant boundary, and recreation behavior validated; spatial placement candidate pending a positioned proxy for lamps 17/55

Identity and evidence precedence

This is the Williams WPC-Fliptronic physical product released 1993, IPDB No. 2768. The retained known-working VPX script's own header names the game and IPDB number directly ("Williams White Water / IPD No. 2768 / January, 1993"); manufacturer, year, and every mechanism recovered from the manual (Bigfoot head, river-rafting theme, whirlpool, three-ball lock) independently agree with the pinned ww_l5 driver family, so the script's own identity claim is accepted rather than treated as unverified table metadata. It covers the nineteen-driver ww_* clone tree: ww_l5 (parent, production L-5), ten further Williams firmware revisions (ww_d5, ww_lh5, ww_lh6, ww_lh6c, ww_l4, ww_d4, ww_l3, ww_d3, ww_l2, ww_d2), three prototypes (ww_p8, ww_p9, ww_p6), and five FreeWPC/Bigfoot community firmware revisions (ww_bfr01 through ww_bfr01e). Every one of these is a ROM revision for the same physical machine.

Evidence precedence for this definition: the retained known-working 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, and emulator-side mechanism modeling; the retained VPX geometry supplies normalized coordinates. Unlike some later WPC manuals curated in this project, the retained White Water manual carries a real text layer, but its Section 2/3 tables still scramble under column-aware pdftotext -layout extraction, so every printed table used here was read from 200 dpi renders and transcribed into external:pinmame-review-artifacts/white-water/manual-transcription.md and the excerpt files it indexes.

Controller platform and address topology

GEN_WPCFLIPTRON (PINMAME_HARDWARE_GEN_WPCFLIPTRON = 0x8) with wpc_dispDMD. The controller profile is pinmame.wpc-fliptronic, reused unchanged from Twilight Zone.

  • Switches: dedicated coin-door 1-8, matrix 11-88 as drive column then return row, Fliptronic 111-118. The manual itself states the convention on page 1-13: "the number on the left indicates the column, the number on the right indicates the row." wwGameData's inverted-switch mask is {0},{0x00,0x00,0x00,0x00,0x00,0x00,0xbf,0x00,0x60,0x00,0x00,0x00}, indexed directly by column: column 6 = 0xbf (rows 1-6, 8 = switches 61-66, 68) and column 8 = 0x60 (rows 6, 7 = switches 86, 87). Every one of those nine addresses is printed with opto/proximity construction (A-14315 LED + A-14316 Trans, or 5490-12451-00) and every one is covered by the mask — see the clean opto polarity sweep below.
  • Solenoids: physical drivers 1-28, with every one of the 28 standard positions fitted (unlike some other WPC-Fliptronic games, White Water has no unfitted low-numbered solenoid); Fliptronic upper-flipper circuits 33/34 genuinely fitted (Upper Right Flipper) and 35/36 unfitted (no upper-left flipper); WPC J111 general-purpose relay bits 29-32 (only 31, named TiltSol by the retained script, has an observed binding); 37-44 unused address space (this generation has no LPDC board); Fliptronic lower-flipper circuits 45-48; simulator-only 49 and reserved 50. wwGameData declares custSol = 0, so no address above 50 is published.
  • Lamps: 8x8 matrix 11-88, all addresses populated except 17 and 55 (printed "Not Used" on one page but fitted per two other sources — see below) and the genuinely unused 85-87. A second lamp column (hw.lampCol = 2) publishes sixteen further addresses, 91-98 and 101-108, for a backbox chase-lamp board.
  • GI: five strings on public addresses 0-4, matching the retained script's UpdateGI handling exactly (cases for 0/1/2 only; no case for 3/4, matching the manual's own backbox-only wiring for those two strings).

Ball path: trough, drain/outhole, and shooter lane

A drained ball enters a merged Drain/Outhole VPX kicker; the retained script's Drain_hit sets switch 15 (Outhole) directly, and solenoid 1's kisort callback kicks the ball into the three-position trough. Right Trough (76) is the eject-end position nearest the ball-serve coil; Center Trough (77) and Left Trough (78) queue behind it toward the drain entrance. Solenoid 2 (Ball Serve) ejects the ball at 76 into the shooter lane, sensed at switch 53 (Ball Shooter). White Water has no auto-plunger solenoid: wwGameData defines no plunger coil and the retained table uses a manual pull-back VPX Plunger object.

Trough switches 76-78 are plain mechanical parts (5647-12693-08, 5647-09957-00) on the switch-locations parts list, not opto construction, matching column 7 of the inverted-switch mask being entirely 0x00 — pinned PinMAME does not normalize any of 71-78, and none of them needs it.

Whirlpool: hole, underground tunnel, and popper

A ball that falls into the Whirlpool hole (opto 61, "Whirlpool Popper") travels an underground tunnel and re-emerges at a distant location sensed by opto 62 ("Whirlpool Exit"); the retained script's FallThrough2_Hit handler pulses switch 62 as the ball reappears, and solenoid 3 kicks it back onto the playfield. This is a real one-way teleport-style mechanism, not two independent devices. Flasher solenoids 22 ("Whirlpool Popper" flasher) and 23 ("Whirlpool Enter" flasher) light the two ends.

Three-ball lockup lane

The retained script marks this feature explicitly with its own comment, '*** three ball lock ***'. A ball enters at Lockup Left (opto 65, outermost), passes Lockup Center (opto 64, which drops a gate toward the popper: multiballwall65.isDropped = false), and comes to rest at Lockup Right (opto 63), a physical VPX Kicker held until solenoid 4 (Lockup Popper) releases it. All three switches share the A-14315/A-14316 opto construction with the Whirlpool switches and are normalized by the same column-6 mask bits.

Bigfoot: rotating head and drive motor

A DC gearmotor rotates the Bigfoot figure on the mini-playfield through solenoid 25 (Bigfoot Drive, a step pulse) and solenoid 26 (Bigfoot Enable, direction). Two head-position optos — switch 86 "Bigfoot Opto 1" and switch 87 "Bigfoot Opto 2" — report a coarse 2-bit position code; both are documented projections onto the figure's own retained table primitive, since neither has a separate playfield trigger object.

The manual's own T.14 Bigfoot Test (page 1-16) independently names the two sensors "Opto 1"/"Opto 2", confirms a single reversible drive motor ("Head Motor Test... the direction CW or CCW shows on the display"), and confirms a small number of named head positions ("Head Position Test... the display shows the position of the head") — all consistent with two binary sensors encoding a handful of named stops rather than a fine-grained numeric position.

Two independent models of the same two-sensor hardware exist and disagree on resolution, not on which switches exist: the retained script's BigTimer_Timer runs a 96-step counter and sets {86, 87} at four named positions — step 24: {1, 0} ("Left"/Diverter), step 45: {0, 1} ("Up"), step 72: {0, 0} ("Right"/Unknown), step 7: {1, 1} ("Down"/Player) — while pinned PinMAME's own ww_handleMech instead derives the identical two bits from a 7-bit locals.bigfootPos counter as (bigfootPos/32+1) & {0x02, 0x01}, a coarser 4-quadrant read of the same physical sensor pair. Both are self-consistent emulations of the same hardware and neither contradicts the manual, so this is recorded as recreation knowledge, not a conflicts entry.

Ramp diverter, kickback, slingshots, and jet bumpers

Solenoid 6 (Ramp Diverter) routes a ball entering the Canyon ramp between two downstream paths; pinned PinMAME's own ww_handleBallState checks core_getSol(sDiverter) directly to choose between its two simulated ramp-continuation states, confirming the diverter's causal role independently of the retained script. Solenoid 5 (Kickback) can return a ball that drains down the Left Outlane (switch 25) to play. Two slingshots (coils 10/11, switches 51/52) and three jet bumpers (coils 12/13/14, switches 16/17/18) are standard WPC devices with the usual pulse-and-fire script handlers.

Flippers: three, not four

White Water has three flippers, not the four some other WPC-Fliptronic games have: Lower Right, Lower Left, and a single Upper Right on the mini-playfield near Bigfoot (wwGameData declares FLIP_SW(FLIP_L | FLIP_UR) | FLIP_SOL(FLIP_L | FLIP_UR), with no FLIP_UL bit). The Switch Locations parts list has rows only for F1-F6 (Lower Right EOS/Button, Lower Left EOS/Button, Upper Right EOS/Button); F7/F8 print no assembly or part at all. The Solenoid/Flasher Locations page lists only three flipper assemblies (Lower Right A-15205-R-2, Upper Right A-15843, Lower Left A-15205-L-2) and the Flipper Circuits table on the wiring page likewise has only three rows. The switch-matrix wiring page nonetheless prints the generic F7/F8 column template (the shared WPC Fliptronic CPU-board silkscreen), so F7/F8 are enumerated as unfitted template wiring, not a physical switch — the same pattern this project has already established for unfitted Fliptronic positions on other machines.

Chase-lamp board: sixteen backbox lamps

wwGameData declares hw.lampCol = 2, publishing sixteen further lamp addresses (91-98, 101-108) beyond the standard matrix. The retained script's ww_wpc_w handler shifts a 16-bit value in serially from solenoids 27 ("Chase Lamp Clock") and 28 ("Chase Lamp Data") and writes the two resulting bytes to coreGlobals.tmpLampMatrix[8]/[9]. The Backbox Assembly parts breakdown (manual PDF page 66) lists both the driving A-15761 "Chase Light PC Board" and two A-15765 "8-Lamp Board Assembly" units among the backbox hardware (alongside the WPC CPU board, sound board, and knocker) — neither board appears in either playfield parts list. The Chase Lamp/8-lamp board schematic (PDF page 132) confirms two independent 8-lamp boards, "Left Side" and "Right Side", each wired from one of the Chase Lamp board's two output connectors. The retained VPX table does not model any of the sixteen individual bulbs, and there is no printed evidence for which physical byte feeds which side, so all sixteen addresses are enumerated generically as backbox cabinet_or_service devices rather than split into an unsubstantiated Left/Right grouping.

Lamps 17 and 55: a genuine cross-page manual disagreement, resolved

The Lamp Locations parts list (page 2-40) prints both address 17 and address 55 as "Not Used" with every field blank — the identical blank signature the same page uses for the genuinely unfitted positions 85-87. But the Lamp Matrix wiring page (3-2) prints real feature names at both addresses ("Lights Whirlpool" at 17, "Whirlpool Lit" at 55), and the retained script's LampTimer_Timer special-cases both addresses by name: case 17 drives upf_yellow_light (an image-cycling primitive, Primitive99), and case 55 drives upf_red_light (Primitive100), each stepping through a simplelightyellow/simplelight image sequence rather than a simple on/off Light object. Two independently-agreeing sources (the wiring page and the runtime script) against one blank parts-list row is enough to resolve this as fitted, following the same "two agreeing sources override a transposition" precedent this project has already used for slingshot- and flipper-naming disagreements elsewhere. Both lamps are recorded used.

Their position, however, is genuinely unresolved: both driving primitives (Primitive99, Primitive100) sit at a raw local origin (0, 0) in the retained extraction, not a playfield coordinate, so neither can be honestly placed. The spatial key is omitted entirely for both devices — the same allowance already established for Star Trek: The Next Generation's still-unresolved lamps 53/85/86 — rather than inventing a coordinate or a status the schema does not define. This keeps coverage.dimensions.spatial_placement at candidate and adds spatial_placement to coverage.missing.

Switch-matrix opto polarity sweep: zero disagreement

Every address the manual prints with opto/proximity construction (A-14315 LED + A-14316 Trans, or 5490-12451-00) was checked column by column against wwGameData's inverted-switch mask. Column 6 is 0xbf = 0b10111111: bits 0-5 and 7 are set, covering rows 1-6 and 8 (switches 61-66, 68); the one clear bit is bit 6 (row 7, switch 67), which the manual itself prints "Not Used". Column 8 is 0x60 = 0b01100000, covering rows 6-7 (switches 86, 87). Together these are exactly the nine addresses in OPTO_SWITCHES — a clean sweep with no exceptions, matching the same clean result already established for Bally Kiss, Bally The Addams Family, and Williams Star Trek: The Next Generation. An earlier working note during this curation pass concluded switch 66 (Left Ramp Main) was the one exception PinMAME left uncovered; that conclusion came from a hand computation of 0xbf's bit pattern and was wrong twice in a row before being checked in code, which is why it is called out explicitly here rather than silently corrected.

Also worth carrying forward

Two lamp addresses (35 and 45) are both genuinely printed "Hazzard 4" on the lamp-matrix wiring page — confirmed by two independent reads of the rendered page, not a transcription slip. Solenoid 21's ("Insanity Falls" flasher) two dedicated helper objects (Flasherlight21, FlasherFlash21) both sit outside the retained table's 0..1 playfield bounds; its placement instead uses Flasher16, the one positioned VPX object the same Flasherset21 routine also toggles. One GImiddle member (Light2, normalized x=-0.041783) is similarly out of bounds and is excluded as a table-modeling anomaly, and five more GImiddle members (l21b2..l21b6) are brightness-doubling copies of lamp 21 rather than distinct GI bulbs, leaving 11 genuine placements for GI address 1.

Author construction checklist

  • Build the three-position trough with a merged drain/outhole kicker, the manual pull-back plunger shooter lane, the Whirlpool hole-and-tunnel pair, the three-ball lockup lane, the rotating Bigfoot head with its 96-step drive, the Canyon ramp diverter, the left-outlane kickback, both slingshots, three jet bumpers, and three flippers (Lower Right, Lower Left, Upper Right — no upper-left flipper).
  • Preserve opto polarity for 61-66, 68, 86, and 87; do not invert what PinMAME already normalizes. The sweep found no exceptions on this machine.
  • Bind every dedicated switch 1-8, every matrix position 11-88 including the printed Not Used positions, Fliptronic 111-118 with 117/118 explicitly not installed, the eight CPU DIP bits, solenoids 1-50, lamps 11-88 (with 17 and 55 fitted despite one blank parts-list row) plus the sixteen backbox chase-lamp addresses 91-98/101-108, GI 0-4, and the 128x32 DMD.
  • Do not fabricate a playfield coordinate for lamps 17/55; both are legitimately unresolved pending a positioned proxy object.

Sources

  • manual.williams.white-water.1993: Williams White Water operations manual, SHA-256 919f057184916e5ba43141eee7ccf3955a4aae9dfb22118033888d39eea888c0.
  • manual-support.williams.white-water.1993.handbook: Williams White Water Operator's Handbook, SHA-256 e133b899641bfa71b844f8eb42c00b1ac4a2ac6f273ee7153c7569bce5fc7f85.
  • manual-support.williams.white-water.1993: retained human transcription index, SHA-256 bee3ec48d85bfd4df20bacc6db13898e706781b683751e884e1fbe719beb10f9.
  • vpx-script.ww-flupper: retained known-working Flupper embedded script, SHA-256 0676acb1e610bda8f42f94a915a70bb1b71b6e48462326dd43083a3ab4fa0096, binding ww_lh6.
  • vpx-table.ww-flupper: retained table, SHA-256 7c59095e9c6a7e100e79f80d7d83497b1c87817bc9daf939721f1a8727a781cd, bounds left=0 top=0 right=952 bottom=2092.
  • pinmame.core.4ec52ff0ac13: src/wpc/sims/wpc/full/ww.c and the WPC-Fliptronic core/solenoid/flipper handling at the pinned revision.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
ww_bfr01eWhite Water (FreeWPC/Bigfoot R0.1e)
FreeWPC/Bigfoot community firmware R0.1e for the same physical machine and controller hardware, a later community revision.
2020ww_l5compatible
ww_bfr01dWhite Water (FreeWPC/Bigfoot R0.1d)
FreeWPC/Bigfoot community firmware R0.1d for the same physical machine and controller hardware.
2018ww_l5compatible
ww_bfr01cWhite Water (FreeWPC/Bigfoot R0.1c)
FreeWPC/Bigfoot community firmware R0.1c for the same physical machine and controller hardware.
2018ww_l5compatible
ww_bfr01bWhite Water (FreeWPC/Bigfoot R0.1b)
FreeWPC/Bigfoot community firmware R0.1b for the same physical machine and controller hardware.
2018ww_l5compatible
ww_bfr01White Water (FreeWPC/Bigfoot R0.1)
FreeWPC/Bigfoot community firmware R0.1 for the same physical machine and controller hardware.
2016ww_l5compatible
ww_lh6cWhite Water (LH-6 Coin Play)
Williams LH-6 Coin Play Home ROM; a coin-play variant of ww_lh6 on the identical physical machine.
2000ww_l5identical
ww_lh6White Water (LH-6)
Williams LH-6 Home ROM. This is the driver the retained known-working VPX table binds to (cGameName = "ww_lh6"), a 2000 home-conversion revision of the identical physical hardware and I/O inventory as L-5.
2000ww_l5identical
ww_lh5White Water (LH-5)
Williams LH-5 Home ROM; a later firmware revision of the same physical machine with no controller-address or playfield change.
2000ww_l5identical

Parent set: ww_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.

  • PinMAME catalog

    BSD-3-Clause

    pinmame.catalog.4ec52ff0ac13

    Pinned catalog driver records for the ww_* clone tree

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • PinMAME source

    BSD-3-Clause

    pinmame.core.4ec52ff0ac13

    src/wpc/sims/wpc/full/ww.c wwGameData GEN_WPCFLIPTRON with wpc_dispDMD, hw = {FLIP_SW(FLIP_L|FLIP_UR)|FLIP_SOL(FLIP_L|FLIP_UR), swCol=0, lampCol=2, custSol=0}, the inverted-switch mask {0},{0x00,0x00,0x00,0x00,0x00,0x00,0xbf,0x00,0x60,0x00,0x00,0x00} (column 6 = 0xbf, column 8 = 0x60), swStart/swTilt/swSlamTilt/swCoinDoor/swOutHole/swLeftJet/swRightJet/swCenterJet/swBigFoot1/swBigFoot2 defines, sOutHole/sTrough/sWpoolPopper/sLockupPopper/sKickBack/sDiverter/sKnocker/sLeftSling/sRightSling/sLeftJet/sRightJet/sCenterJet/sMotor/sMotorDriver defines, ww_handleMech's 7-bit locals.bigfootPos counter driving core_setSw(swBigFoot1/swBigFoot2) from (bigfootPos/32+1), and init_ww selecting wwGameData for driver years starting '19' and lh5GameData (same I/O, longer GI smoothing delay) for years starting '20'; src/wpc/core.h WPC solenoid numbering, CORE_FIRSTUFLIPSOL=33, CORE_FIRSTLFLIPSOL=45, CORE_MAXSWCOL/invSw indexing; src/wpc/core.c core_getSol's GEN_ALLWPC 29-32 J111 GPIO remap and its GEN_WPC95/GEN_WPC95DCS-only 37-44 LPDC branch (this generation is neither, so 37-44 is unused address space here); src/libpinmame/libpinmame.h PINMAME_HARDWARE_GEN_WPCFLIPTRON=0x8

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • Human review

    BSD-3-Clause

    controller-profile.pinmame-wpc-fliptronic

    WPC-Fliptronic public switch, DIP, solenoid, lamp, and five-GI address rules; no LPDC board, so 37-44 is unused address space rather than a duplicated range

    internal:controllers/pinmame/wpc-fliptronic.json
    by
    PinMAME contributors
    rev
    repository
  • Operator manual

    manual.williams.white-water.1993

    154-page scanned Williams White Water operations manual with a real but column-scrambled text layer. Printed pages 2-40 through 2-42 carry the lamp/switch location parts lists; printed pages 3-2, 3-4, and 3-8 carry the lamp matrix, switch matrix, and solenoid/flasher/GI/flipper wiring tables; printed pages 1-13/1-16 carry the switch-matrix addressing convention and the Bigfoot diagnostic test; PDF page 66 carries the Backbox Assembly parts breakdown; PDF page 132 carries the Chase Lamp/8-lamp board schematic.

    external:pinmame-manuals/by-machine/williams.white-water.1993/ipdb/Williams_1993_White_Water_English_Manual.pdf
    by
    Williams Electronics Games, Inc.
    sha256
    919f05718491…
  • Operator manual

    manual-support.williams.white-water.1993.handbook

    15-page Operator's Handbook; consulted for a Bigfoot Mech. Assembly parts reference. Contributes no fact not already established with better provenance by the main manual.

    external:pinmame-manuals/by-machine/williams.white-water.1993/ipdb/Williams_1993_White_Water_Operators_Handbook.pdf
    by
    Williams Electronics Games, Inc.
    sha256
    e133b899641b…
  • Human review

    manual-support.williams.white-water.1993

    Retained human transcription index for every rendered manual table used by this definition, together with the rendered PNG page cache under external:pinmame-manuals/rendered/williams.white-water.1993/. The retained manual carries a real text layer, but Section 2/3 tables scramble under column-aware extraction, so this transcription (and the excerpt files it indexes) is the source of record.

    external:pinmame-review-artifacts/white-water/manual-transcription.md
    by
    pinmame-game-defs curation
    rev
    2026-08-07
    sha256
    0c55e5c89673…
  • VPX table

    vpx-table.ww-flupper

    Retained known-working recreation of the physical machine by Flupper (VPX version 10.x), header-dated for IPDB No. 2768, January 1993. Exact playfield bounds are left=0 top=0 right=952 bottom=2092; normalized coordinates are x/952 and y/2092. Geometry authority only for named table objects.

    external:pinmame-vpx-sources/williams/white-water-1993/source/Whitewater%20%28Williams%201993%29.vpx
    by
    Flupper
    sha256
    7c59095e9c6a…
  • VPX script

    vpx-script.ww-flupper

    Retained embedded script (95,093 bytes). Runtime and mechanism-causality authority: cGameName = "ww_lh6", Const UseSolenoids = 1, Const UseLamps = 0, Const UseSync = 0, the SolCallback/SolModCallback table for solenoids 1-9, 15-26, and 31, the Controller.Switch and vpmTimer.PulseSw switch semantics for the trough/whirlpool/lockup/Bigfoot state machines, UpdateGI dispatching public GI addresses 0-2 to GIUpperFade/GIMiddleFade/GILowerFade with no case for addresses 3/4, LampTimer_Timer's per-address special cases for lamps 12, 13, 17, 52, 55, and 71-76, and the BigTimer_Timer 96-step Bigfoot head-position state machine setting switches 86/87 at steps 24, 45, 72, and 7.

    external:pinmame-vpx-sources/williams/white-water-1993/extracted-vpxtool/script.vbs
    by
    Flupper (VPX table authors)
    sha256
    0676acb1e610…
  • VPX table

    vpx-extraction.ww-flupper

    Canonical manifest covering every sorted relative POSIX path, byte size, and SHA-256 under extracted-vpxtool; manifest SHA-256 0ec3e7f0c856de3767d1f7e3bf285cd14e533501c798fedcf316833962076b59; 1166 files, 141788903 bytes, produced with vpxtool from the retained table. Bounds are left=0 top=0 right=952 bottom=2092.

    external:pinmame-vpx-sources/williams/white-water-1993/extracted-vpxtool.manifest.json
    by
    vpxtool extraction

Something wrong or missing?

This definition still has 1 unmet requirement, 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