Demolition Man Pinball

In addition to writing books, I have a couple of other esoteric, creative-type hobbies. One such being pinball. I love to play pinball. Something about the kinetic, real-world physics aspect of slapping a ball and hitting targets, some unexpectedly, that I find satisfying. Since I am a creative, I couldn't stop at just playing. I tinker too.

Demolition Man Pinball was created by the Williams pinball company in 1994 and themed after the like-named movie starring Sylvester Stallone, Sandra Bullock, and Wesley Snipes.

When rating pinball machines, most people break the ratings down into several different sub-areas such as theme, sound package, art package, rule set, playfield layout, etc. Demolition Man was a pinball machine that suffered terribly in art package, mainly because the three giant heads on the backglass, and had poorly balanced rules. However the playfield layout, sounds, and playfield art are quite good.

This made the machine a perfect candidate for new rules. I really felt the game could be greatly improved with new rules, especially since tha playfield layout was really good. Also, the nice thing about the game being based on a movie that was not well received was that the game could be purchased pretty cheaply. At the time of this project, these were going for about $900 in my area. With many other machines going for well north of $50000, way out of my price range, it looked like a fun affordable project. And hey, after I was done I knew I could sell it for at least what I paid for it.

Unfortunately, I couldn't just tweak a few rules here and there in the original code. Well, I could, but I didn't want to because I didn't want to ruffle the feathers of the people who currently own the Williams Pinball compay's intellectual property. Instead, I rewrote the code for the entire game from scratch using a code base on github called FreeWPC. FreeWPC was developed by Brian Dominy, who coincidentally is a programmer working on the Heighway Pinball team developing Full Throttle and Aliens Pinball. He is really good and was super helpful when I was learning FreeWPC. From what I understand, he is no longer supporting FreeWPC, though.

Here is a listing of the rules of the original game and the way I changed the rules for my version of the code.

Advance to claw modes as follows:
1) Light all 3 MTL rollovers to light access cryoclaw light at the left inlane. Rollover left inlane to open right ramp diverter to reach the claw. Lighting all 3 MTLs also increments bonus multiplier.

2) Complete the jet bumper goal to light access cryoclaw, then same as above.

Advance to multiball as follows:
1) Hit the required number of lit standup targets to light quick freeze at right inlane. Roll over right inlane to light quick freeze at left ramp. Hit left ramp to freeze ball. Freeze required number of balls to light multiball. Start multiball by shooting left orbit to top popper shot.
2) random computer award of maximize freezes
3) claw - light freezes

Skill Shot:
shoot side ramp with upper left flipper
1) shoot underground (upper left flipper) – least points

2) shoot side ramp (upper left flipper) – moderate points

3) shoot left ramp (lower right flipper) – most points

Top lock:
Mainly used to award extra ball and multiball when lit but the top lock also awards several different random mystery awards if nothing else is lit.
Big Points
Enhance your calm --points award
Hold/advance bonus X
credit violation --points award
Hold standup value
U look great today --points award
Boost combo values

Hold combo values

Light Access Claw

Light Quick Freeze

Increase Retina Scan

Combos and Computer Award:
Combos: – every 10 combos (starting at 10) lights the computer award. unlit shots lite
the next shots in sequence so you can keep hitting easier shots one after the other and the game will keep lighting
the proper shots in sequence.

Combos: – every 10 combos (starting at 10) lights the computer award. every 10 combos (starting at 5) enables video mode. Unlike the original game, if you hit an unlit shot, it does not change which lights are lit unless you do not hit a lit shot for a while, then it will time out and light different ones for you.
Computer award: collected at the underground shot and a random award is chosen.
Computer award: collected at the underground shot and a random award is chosen.
collect bonus
collect bonus
triple car crash
triple car crash
collect standups
collect standups
light arrows
light arrows
light extra ball
light extra ball
maximize freezes
maximize freezes
double retina scan
double retina scan
big points
big points
Light Explodes
start Explode

start Car Chase

Video Modes:
Video mode is enabled by shooting the required number of combos; 5, 15, 25, etc. Once video mode enabled it can be obtained at the retina scan saucer or top popper. Type of video mode started alternates between the different ones. If there is one you do not like it can be disabled in feature menu.

Kaboom! Video mode: Bombs are dropped from the top and must be caught by the player using a bucket. If all are caught then the player advances to the next level the next time this video mode is collected. Each level is faster and / or throws more bombs.

Simon Says Video Mode: Similar to the "Simon" kids game, a successive series of buttons pushes are lit up and the player must repeat the sequence in the same order.

Shooter Video Mode: Similar to wolf shot on BSD, a horde of little dudes run down from the top of the screen at the player and they must be shot quickly before they reach the bottom.

Non-claw modes:
Explode: started from eyeball shot. Mode lights explode inserts. Is a hurry up mode where score counts down as time expires.
Explode: Same
Car Chase: started at car crash. Lights car chase inserts.
Car Chase: Same
Non-claw Wizard mode:
Huxley – start at least 3 non-claw modes (can be any number of the two) then make a huxley shot (backwards up left inlane to eject saucer) to start huxley mode. A single ball timed mode in which almost everything on the playfield is a 1 million point shot. Mode currently lasts 60 seconds.

Claw modes:
Acmag: Score at center ramp shot. Amount of points decreases as time ticks off.
Acmag: similar to original mode except no timer on score. Display effect is words with twinkling stars effect.
Freeze: not really a mode at all. Will light all freezes if not lit. If freezes already lit will start multiball.
Standup Frenzy: this mode replaces the old freeze mode. Single ball timed mode. Scores by hitting standup targets. Targets extinguish when hit and hitting all 5 will relight them. Similar to greed mode in TZ. Display effect is hand drawn spinning disks that explode when each standup is hit.
Prison Breakout: ball is dropped in front of upper flipper and you have 1 chance to shoot the subway/underground for big points.
Prison Breakout: this mode is different than the original. single ball timed mode started at claw. Like a fast scoring mode, hit any of the typical low value targets such as spinners, standups, or rebounds for big points.
Superjets: Shoot jet bumpers for extra points
Superjets: Mode ends at either timeout or hitting required number of jets. Shoot jet bumpers for points and extra points if you complete mode by hitting certain amount of jets.
Capture Simon: Shoot three lit arrows to capture Simon.
Capture Simon: similar to original mode.
Claw Wizard mode:
Demolition Time – start 5 claw modes (must be all 5 and repeats are not allowed) then started at underground shot. A 5 ball multiball
Demolition Time – start 4 claw modes (can be any 4 and repeats are allowed) then started at underground shot. A 5 ball multiball where all jackpot shots remain lit the entire time. No superjackpots though.

For all 4 multiballs, fortress, museum, wasteland, and cryoprison you must freeze an increasing amount of balls to reach each one: 2 for fortress, 3 for museum, etc.. If you freeze more than the required number of balls then you will get that many balls in the multiball. For each multiball, jackpot lights are randomly lit and in differing ways and amounts. shooting 5 jackpots lights superjackpot at the right ramp.
Fortress Multiball: 2 ball (minimum) MB.
Fortress Multiball: 2 ball (minimum) MB. starts with all jackpots lit, each time a jackpot is hit, less of them are relit randomly, after 4 jackpots only 1 will be lit.
Museum Multiball: 3 ball (minimum) MB.
Museum Multiball: 3 ball (minimum) MB. starts with 2 jackpots lit, each time a jackpot is hit relight randomly 2 jackpots.
Wasteland Multiball: 4 ball (minimum) MB.
Wasteland Multiball: 4 ball (minimum) MB. starts with all jackpots lit, each time a jackpot is hit relight randomly 3 jackpots.
Cryoprison Multiball: 5 ball MB.
Cryoprison Multiball: 5 ball MB. starts with all jackpots lit, each time a jackpot is hit relight randomly 3 jackpots.
Multiball Wizard mode:
Back in the Fridge (BITF) – start 4 MBs to enable, then start the mode at the top popper shot. A 5 ball timed mode where all jackpot shots are lit and balls are continually fed for xx seconds (currently 60). After time out, flippers die and all balls drain, results are displayed, then normal ball play is restarted. Similar to LITZ on TZ

Shaker Motor:
Support of road show style shaker motor for many effects including: lock a ball
explode start , explode hit
car chase hit
frenzy start and periodically during mode
fortress, museum, wasteland, cryoprison multiball jackpot or super jackpot
demo time start and demotime multiball jackpot

Swear sound roms:
can change out sound roms to enable additional sounds that swear
same except differentiates between extra sounds that swear and extra sounds that do not swear. So you can enable extra sounds but not the swearing ones or can enable both.


Installing the Demolition Time Rom chip in your Demolition Man Pinball Machine

So to install my code in your Demolition Man Pinball machine, it is as simple as a rom swap. Here is how you do it.

The New Demolition Time game code for your machine requires a 27C080 or equivalent model ROM chip. The original chip used in Demolition Man was a 27C040. The 27C080 is the identical size and shape to the 27C040 but it has twice the memory capacity. Actually that is the largest memory capacity chip that the WPC boardset supports.

To install the new game code only requires you to remove the old chip and install the new chip. There are no jumpers to switch or wires to move.

  • power off your machine.

  • Open the backbox

  • Locatethe CPU board. There are 6 printed circuit boards in the backbox. The CPU board is in the bottom left hand corner and should have three AA batteries on it.

  • Ground yourself to eliminate any static charge your body may have bytouching a ground braid or metal framework on the machine that isgrounded.

  • Locateyour rom chip. It is on the top half of the board and adjacent to the three leds.

  • Removethe old chip – you may want to use a plastic screwdriver orpopsicle stick or some other non-metallic item to gently pry it up.

  • Installnew chip. Note that small cut out on chip goes to the right. Ensure all pins go in all holes.

  • Turn on the game. If chip was installed properly then you should see the top and bottom LEDs go solid momentarily then the top LED will go out and middle LED will start flashing. The bottom LED will stay on. If the middle LED does not start flashing then something is wrong with your chip installation. The most common problem is putting the chip in upside down or bending a pin.

  • If all works, you are done!


Optional Shaker motor installation

The New Demolition Time game code for your machine supports the installation of a ROAD SHOW (RS) STYLE shaker motor. You CANNOT install a stern shaker.

The RS shaker has a small controller board next to the shaker and from that controller board there are 3 wires that are run up into the backbox. Those 3 wires are ground, +20v power and a signal wire. The power is always present to the shaker and the signal wire tells the controller board when to turn the shaker on and off.

The wiring color code on my shaker is as follows (please check your shaker for differences):

Black wire = ground

Red with white stripe = power + 20v

Blue with yellow stripe = signal wire

Install as follows:

  • power down machine

  • Mount shaker motor – make sure rotating member is not close to wire bundle. You should have some form of shield to prevent wires from getting tangled in shaker.

  • Run 3 wire bundle into back box

  • Connect black ground wire to any open spot on ground bus connector at J103 on power distribution board (right side of board)

  • Connect red/white power wire to any open spot on power bus connector at J107 on power distribution board (top of board)

  • Remove and tape car crash center flasher signal wire at J122-1 from power distribution board (light blue wire with brown marking)

  • Remove and tape car crash back box flasher signal wire at J124-1 from power distribution board (light blue wire with brown marking)

  • Land Blue/yellow shaker motor signal wire at J122-1

  • Turn on shaker in features menu


Some notes about how to set your game up to match your family's playing style

Unlike the original game code, my code was designed to appeal to a much wider audience since it will most likely be set up in a home environment instead of a bar or arcade. For example I have 3 video modes and 1 of them is pretty much designed for small kids. Likewise, I have support for an extra hard shaker motor and swear roms which you probably don’t want if you have small kids.

Taking that into account, the Demolition Time code most likely will have some features in it that do not appeal to you and you will want to tweak it a bit to your liking. Here are a few:

The game comes with 3 video modes and you can disable none, 1, 2 or all three as you like in the feature menu. Simon Says is a very slow moving mode and will probably only appeal to small kids. The Kaboom and Shooter modes are quite a bit faster, but you may want to have the start level higher than 1 since the first level (or two) of Kaboom is a bit slow, in my opinion. I consider myself an average player and I leave Simon Says disabled and video mode start level on 3.

The new code also supports "swear roms" but does it differently than the original code. "Swear roms" were a custom set of sound roms that can be installed in the game. Basically the "swear roms" have all the original sounds plus about 60 new verbalizations. I was somewhat surprised to find that over half of the new, additional sound calls on the "swear roms" do not actually use profanity. Kind of counter intuitive, I guess. By calling them "swear roms" you'd think it was full of swearing.

In the feature menu of my code you can turn on just the non-cursing sounds on the "swear roms" or you can turn on them all. It is up to you. I really like to have the non-swearing sounds enabled as there are some pretty cool ones such as ”enhance your calm”, “1 credit violation”, and the long speech where Spartan is read his charges that I use at the beginning of the game. There are about 30 of them total that are on the "swear roms" that do not swear.

Start set points are also adjustable, so, for example, the number of required shots to light computer award, video mode, Huxley, or demolition time are all variable.


Below is a video I released on youtube when I was developing the game.



I wrote this code as a personal project and no one paid me to do it. It took about 14 months and well over 1000 hours. It was fun but sometimes frustrating and in general a great learning experience. I give the code away for free. Right-click here to download the file. If you don't have a rom burner, then I can burn a chip for you and I am calling that a “rom burning service”.

If you would like to send me a “thank you” gift or money then that is cool and much appreciated. My paypal email is

Oh and another thing - hint, hint, nudge, nudge - you could buy one of my books.