mirror of
https://github.com/Abdess/retroarch_system.git
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673 lines
22 KiB
YAML
673 lines
22 KiB
YAML
emulator: MFME
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type: standalone
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core_classification: embedded_hle
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source: "https://www.desertislandfruits.com/"
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upstream: closed-source
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profiled_date: "2026-08-08"
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core_version: "20.1"
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display_name: "MFME (Fruit Machines)"
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cores:
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- mfme
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- mfme-windows
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systems:
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- fruitmachine
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mode: standalone
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notes: |
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Closed-source Delphi emulator for fruit machine and slot machine hardware,
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written by Chris Wren (Wizard) and distributed as a Windows installer. MFME.exe
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carries FileVersion 20.1.0.0, FileDescription "Multiple Fruit Machine Emulator" and
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copyright "C.J.Wren 1997-2020"; the installer targets Windows 10, defaults to
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C:\MFME\v20 (history.txt:323) and writes HKCU\Software\CJW\MFME. The binary is
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ASPack compressed, imports dinput8, xaudio2_9, d2d1 and d3d11 for input, sound
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and the hardware accelerated scaler added in v19.0 (history.txt:8-9), and holds
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its layout engine in Delphi units around an EasyCompression Library core.
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Development ended with the author's death, and Update.exe, reached from File ->
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Check For Updates (history.txt:235), no longer finds a server. ES-DE calls
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MFME.exe with a .gam path and the working directory set to the emulator
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folder, through find rules MFME and MFME-WINDOWS, and runs
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it under Wine or Proton on Linux; .gam is in the arcade and mame extension
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lists.
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A machine is a folder holding a .gam file, the .fml layout it names and the ROM
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set. The .gam is plain text: a System line naming the tech, DIP switch, reel,
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stake, jackpot, percentage and meter state, a Layout line naming the .fml, a
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Game line, and one ROM line per ROM file. Layouts before v5 used .dat and are
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converted by loading them in v5 or v6 and saving; v20 loads .fml only. The .fml
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is an AACS container whose password is derived from a four byte seed at the end
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of the file through a mixer, hashed with RIPEMD-128 into a Rijndael key, and
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each chunk is zlib compressed; it holds the Delphi layout stream with every
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bitmap embedded, carries no external file path, and text components name a font
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family rather than a font file. MFME.exe is started with the .gam path as its
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argument (history.txt:271).
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ROM sets are per machine and self contained. Barcrest S4 and S5 sets are .LO and
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.HI program files with a .BIN sound ROM, MPU5 sets are .p1 to .p4, and other
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techs use .hex or .rom members named by the .gam. Fruit machine hardware has no
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system BIOS, so nothing is shared between machines, and sound ROMs belong to the
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machine as well: an S4 game whose sound ROMs are absent still runs and reports
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Wrong Snd Err (history.txt:301). v20.0 added an automatic ROM download for DIF
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legacy layouts (history.txt:293). Ctrl-K resets a game with its alternate ROM
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set (tips.txt).
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Effect samples are the mechanical cabinet sounds MFME plays itself, distinct
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from the game audio the sound ROM produces. Each effect has a fixed filename
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resolved in the game folder first, then DefaultSounds\Custom\<tech>\<cabinet
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style>, then DefaultSounds (DefaultSounds/Readme.txt:78-84), and files are
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opened when required rather than at layout load (history.txt:210-211). A
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preference forces the defaults over the ones a layout selects
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(history.txt:219). The distribution ships Custom folders for 40 techs: ACEVIDEO,
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ADDER5, ASTRASYSA1, BLACKBOX, COINMASTER, ELECTROCOIN, EPOCH, IGTS+, IGTS2000,
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IMPACT, INDER, M1AB, M1VIDEO, MACH2000A, MACH2000E, MACH2000S, MMM, MPS2, MPU2,
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MPU3, MPU4, MPU4PLASMA, MPU4VIDEO, MPU5, PCLMAXI, PHOENIX, PHOENIX2, PLUTO5,
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PROCONN, SCORPION1, SCORPION2, SCORPION4, SCORPION5, SRU, SYS1, SYS5, SYS83,
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SYS85, SYSTEM80 and spACE, with cabinet subfolders Eclipse for ADDER5,
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SCORPION4 and SCORPION5, Elegance for EPOCH, and Genesis for MPU4 and MPU5.
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DefaultSounds/Readme.txt:35-37 lists the electronic token mech effects as
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CoinInToken, CoinInTokenSwitch and CoinInTokenRejected; the files that ship and
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the entry that introduced them name them TokenIn, TokenInSwitch and
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TokenInRejected (history.txt:80).
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Three shipped directories are enumerated rather than looked up by name and
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therefore expect no particular filename. DefaultBackdrops and DefaultTiles hold
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the images offered as a backdrop or tiled background in the full screen modes,
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picked at random when the preference is set (history.txt:48, 55-56), and ship
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one wallpaper and six tiles. DefaultSounds/MiscSounds holds alternate payout,
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coin and note recordings that a user copies over an effect name. Fonts is
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scanned for the fonts a layout names, so its contents grow with the layouts
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installed.
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files:
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# -- Output hardware library --
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- name: PacDrive32.dll
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system: fruitmachine
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required: true
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bundled: true
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description: "Ultimarc PacDrive, PacLed64 and UltimateIO output library"
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source_ref: "MFME.exe import directory, history.txt:278-279"
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note: >-
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Listed in the MFME.exe import descriptors, so the Windows loader resolves it
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at process start and MFME does not launch when it is absent from the
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application directory. Drives real cabinet lamps, hoppers and meters through
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Ultimarc boards; v20.0 updated the library and added PacLed64 and UltimateIO
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support.
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# -- Fonts, scanned from the Fonts folder beside MFME.exe --
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- name: LITHOGRB.TTF
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system: fruitmachine
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path: "Fonts/LITHOGRB.TTF"
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required: false
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bundled: true
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category: game_data
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description: "Lithograph Bold, the font layouts name for machine text"
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source_ref: "history.txt:38, 309"
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note: >-
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v19.0 moved font loading from installed system fonts to the Fonts folder
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where MFME is located. Layouts store a font family name, not a file: the
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decoded layout stream names Lithograph. A layout whose font is missing shows
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the name in red in the properties screen and renders with a substitute.
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- name: LITHOGRL.TTF
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system: fruitmachine
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path: "Fonts/LITHOGRL.TTF"
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required: false
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bundled: true
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category: game_data
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description: "Lithograph Light, the font layouts name for machine text"
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source_ref: "history.txt:38, 309"
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note: "Same mechanism as LITHOGRB.TTF, the light weight of the same family."
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- name: MFME.ttf
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system: fruitmachine
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path: "Fonts/MFME.ttf"
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required: false
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bundled: true
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category: game_data
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description: "MFME segment and display font"
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source_ref: "history.txt:38, 168"
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note: "Shipped font used by MFME's own displays, updated in v19.5."
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# -- Reel masks, applied when the Default option is selected --
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- name: ReelGradientMask.bmp
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system: fruitmachine
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path: "DefaultMasks/ReelGradientMask.bmp"
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required: false
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bundled: true
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category: game_data
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description: "Reel gradient mask applied to reel bands"
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source_ref: "DefaultMasks/Readme.txt:1"
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note: >-
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Used when the Default option is chosen for the mask in the reel properties
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window. A custom mask stored in the layout replaces it.
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- name: ReelLampMask.bmp
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system: fruitmachine
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path: "DefaultMasks/ReelLampMask.bmp"
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required: false
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bundled: true
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category: game_data
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description: "Reel lamp mask applied to reel bands"
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source_ref: "DefaultMasks/Readme.txt:1"
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note: "Same mechanism as ReelGradientMask.bmp, for the reel lamp overlay."
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# -- Payout solenoid slides --
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- name: 2pSlide.wav
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system: fruitmachine
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path: "DefaultSounds/2pSlide.wav"
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required: false
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bundled: true
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category: game_data
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description: "2p payout solenoid"
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source_ref: "DefaultSounds/Readme.txt:9, history.txt:44"
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- name: 10pSlide.wav
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system: fruitmachine
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path: "DefaultSounds/10pSlide.wav"
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required: false
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bundled: true
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category: game_data
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description: "10p payout solenoid"
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source_ref: "DefaultSounds/Readme.txt:10"
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- name: 20pSlide.wav
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system: fruitmachine
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path: "DefaultSounds/20pSlide.wav"
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required: false
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bundled: true
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category: game_data
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description: "20p payout solenoid"
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source_ref: "DefaultSounds/Readme.txt:11"
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- name: 50pSlide.wav
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system: fruitmachine
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path: "DefaultSounds/50pSlide.wav"
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required: false
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bundled: true
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category: game_data
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description: "50p payout solenoid"
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source_ref: "DefaultSounds/Readme.txt:12"
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- name: PoundSlide.wav
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system: fruitmachine
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path: "DefaultSounds/PoundSlide.wav"
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required: false
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bundled: true
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category: game_data
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description: "One pound payout solenoid"
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source_ref: "DefaultSounds/Readme.txt:13"
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- name: TokenSlide.wav
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system: fruitmachine
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path: "DefaultSounds/TokenSlide.wav"
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required: false
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bundled: true
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category: game_data
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description: "10p and 20p token payout solenoid"
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source_ref: "DefaultSounds/Readme.txt:14"
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- name: MiscSlide.wav
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system: fruitmachine
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path: "DefaultSounds/MiscSlide.wav"
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required: false
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bundled: true
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category: game_data
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description: "Five by 50p slide"
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source_ref: "DefaultSounds/Readme.txt:15"
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# -- Meters and buttons --
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- name: meter.wav
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system: fruitmachine
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path: "DefaultSounds/meter.wav"
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required: false
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bundled: true
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category: game_data
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description: "Electromechanical meter step"
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source_ref: "DefaultSounds/Readme.txt:17"
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note: "Listed as Meter.wav in the readme, shipped as meter.wav."
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- name: ButtonDown.wav
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system: fruitmachine
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path: "DefaultSounds/ButtonDown.wav"
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required: false
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bundled: true
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category: game_data
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description: "Layout button pressed"
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source_ref: "DefaultSounds/Readme.txt:19"
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note: "PROCONN ships its own copy under DefaultSounds/Custom/PROCONN/."
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- name: ButtonUp.wav
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system: fruitmachine
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path: "DefaultSounds/ButtonUp.wav"
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required: false
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bundled: true
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category: game_data
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description: "Layout button released"
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source_ref: "DefaultSounds/Readme.txt:20"
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note: "PROCONN ships its own copy under DefaultSounds/Custom/PROCONN/."
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# -- Hoppers --
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- name: HopperMotor1.wav
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system: fruitmachine
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path: "DefaultSounds/HopperMotor1.wav"
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required: false
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bundled: true
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category: game_data
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description: "Hopper 1 motor running"
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source_ref: "DefaultSounds/Readme.txt:22"
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note: >-
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Cabinet specific copies ship under DefaultSounds/Custom/ for ADDER5/Eclipse,
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EPOCH/Elegance, MPU4/Genesis, MPU5/Genesis, SCORPION4/Eclipse and
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SCORPION5/Eclipse.
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- name: HopperCoin1.wav
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system: fruitmachine
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path: "DefaultSounds/HopperCoin1.wav"
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required: false
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bundled: true
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category: game_data
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description: "Coin paid out from hopper 1"
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source_ref: "DefaultSounds/Readme.txt:23"
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note: "Same cabinet specific copies as HopperMotor1.wav."
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- name: HopperMotor2.wav
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system: fruitmachine
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path: "DefaultSounds/HopperMotor2.wav"
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required: false
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bundled: true
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category: game_data
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description: "Hopper 2 motor running"
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source_ref: "DefaultSounds/Readme.txt:24"
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note: "Same cabinet specific copies as HopperMotor1.wav."
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- name: HopperCoin2.wav
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system: fruitmachine
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path: "DefaultSounds/HopperCoin2.wav"
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required: false
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bundled: true
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category: game_data
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description: "Coin paid out from hopper 2"
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source_ref: "DefaultSounds/Readme.txt:25"
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note: >-
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Same cabinet specific copies as HopperMotor1.wav, plus an alternate in
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DefaultSounds/MiscSounds/.
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# -- Note acceptor --
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- name: NoteIn.wav
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system: fruitmachine
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path: "DefaultSounds/NoteIn.wav"
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required: false
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bundled: true
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category: game_data
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description: "Note inserted into the note acceptor"
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source_ref: "DefaultSounds/Readme.txt:27"
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- name: NoteInReject.wav
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system: fruitmachine
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path: "DefaultSounds/NoteInReject.wav"
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required: false
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bundled: true
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category: game_data
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description: "Note rejected by the note acceptor"
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source_ref: "DefaultSounds/Readme.txt:28"
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- name: NoteInStack.wav
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system: fruitmachine
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path: "DefaultSounds/NoteInStack.wav"
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required: false
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bundled: true
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category: game_data
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description: "Note accepted and sent to the stacker"
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source_ref: "DefaultSounds/Readme.txt:29"
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# -- Roll down electronic coin mech --
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- name: CoinIn.wav
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system: fruitmachine
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path: "DefaultSounds/CoinIn.wav"
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required: false
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bundled: true
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category: game_data
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description: "Coin inserted into a roll down electronic mech"
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source_ref: "DefaultSounds/Readme.txt:31"
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- name: CoinInSwitch.wav
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system: fruitmachine
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path: "DefaultSounds/CoinInSwitch.wav"
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required: false
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bundled: true
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category: game_data
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description: "Coin accepted by the mech"
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source_ref: "DefaultSounds/Readme.txt:32"
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- name: CoinInRejected.wav
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system: fruitmachine
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path: "DefaultSounds/CoinInRejected.wav"
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required: false
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bundled: true
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category: game_data
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description: "Coin rejected by the mech into the payout tray"
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source_ref: "DefaultSounds/Readme.txt:33"
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- name: TokenIn.wav
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system: fruitmachine
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path: "DefaultSounds/TokenIn.wav"
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required: false
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bundled: true
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category: game_data
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description: "Token inserted into an electronic token mech"
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source_ref: "history.txt:80, DefaultSounds/Readme.txt:35"
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- name: TokenInSwitch.wav
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system: fruitmachine
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path: "DefaultSounds/TokenInSwitch.wav"
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required: false
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bundled: true
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category: game_data
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description: "Token accepted by an electronic token mech"
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source_ref: "history.txt:80, DefaultSounds/Readme.txt:36"
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- name: TokenInRejected.wav
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system: fruitmachine
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path: "DefaultSounds/TokenInRejected.wav"
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required: false
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bundled: true
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category: game_data
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description: "Token rejected by an electronic token mech"
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source_ref: "history.txt:80, DefaultSounds/Readme.txt:37"
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# -- S1 and S10 mechs --
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- name: CoinInS1.wav
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system: fruitmachine
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path: "DefaultSounds/CoinInS1.wav"
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required: false
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bundled: true
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category: game_data
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description: "Coin inserted in an S1 type mech"
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source_ref: "history.txt:148"
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- name: CoinInS1Switch.wav
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system: fruitmachine
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path: "DefaultSounds/CoinInS1Switch.wav"
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required: false
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bundled: true
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category: game_data
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description: "Coin accepted by an S1 type mech"
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source_ref: "history.txt:148"
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- name: CoinInS1Token.wav
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system: fruitmachine
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path: "DefaultSounds/CoinInS1Token.wav"
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required: false
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bundled: true
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category: game_data
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description: "Token inserted in an S1 token type mech"
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source_ref: "history.txt:148"
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- name: CoinInS1TokenSwitch.wav
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system: fruitmachine
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path: "DefaultSounds/CoinInS1TokenSwitch.wav"
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required: false
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bundled: true
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category: game_data
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description: "Token accepted by an S1 token type mech"
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source_ref: "history.txt:148"
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- name: CoinInS10.wav
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system: fruitmachine
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path: "DefaultSounds/CoinInS10.wav"
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required: false
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bundled: true
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category: game_data
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description: "Coin inserted in an S1 or S10 type mech"
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source_ref: "DefaultSounds/Readme.txt:39"
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- name: CoinInS10Rejected.wav
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system: fruitmachine
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path: "DefaultSounds/CoinInS10Rejected.wav"
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required: false
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bundled: true
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category: game_data
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description: "Coin rejected from an S10 type mech"
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source_ref: "DefaultSounds/Readme.txt:40, history.txt:47, 153"
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- name: CoinInS10Switch.wav
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system: fruitmachine
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path: "DefaultSounds/CoinInS10Switch.wav"
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required: false
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bundled: true
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category: game_data
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description: "Coin accepted by an S1 or S10 type mech"
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source_ref: "DefaultSounds/Readme.txt:41, history.txt:47"
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- name: CoinInS10Token.wav
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system: fruitmachine
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path: "DefaultSounds/CoinInS10Token.wav"
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required: false
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bundled: true
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category: game_data
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description: "Token inserted in an S10 token type mech"
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source_ref: "DefaultSounds/Readme.txt:43"
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- name: CoinInS10TokenRejected.wav
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system: fruitmachine
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path: "DefaultSounds/CoinInS10TokenRejected.wav"
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required: false
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bundled: true
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category: game_data
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description: "Token rejected from an S10 token type mech"
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source_ref: "DefaultSounds/Readme.txt:44, history.txt:47, 153"
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- name: CoinInS10TokenSwitch.wav
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system: fruitmachine
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path: "DefaultSounds/CoinInS10TokenSwitch.wav"
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required: false
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bundled: true
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category: game_data
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description: "Token accepted by an S10 token type mech"
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source_ref: "DefaultSounds/Readme.txt:45, history.txt:47"
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|
|
- name: S1Locked.wav
|
|
system: fruitmachine
|
|
path: "DefaultSounds/S1Locked.wav"
|
|
required: false
|
|
bundled: true
|
|
category: game_data
|
|
description: "Coin refused by a locked out S1 mech"
|
|
source_ref: "DefaultSounds/Readme.txt:50"
|
|
|
|
# -- Comparator mech --
|
|
|
|
- name: CoinInDrop.wav
|
|
system: fruitmachine
|
|
path: "DefaultSounds/CoinInDrop.wav"
|
|
required: false
|
|
bundled: true
|
|
category: game_data
|
|
description: "Coin inserted in a comparator style mech"
|
|
source_ref: "DefaultSounds/Readme.txt:47"
|
|
|
|
- name: CoinDropReject.wav
|
|
system: fruitmachine
|
|
path: "DefaultSounds/CoinDropReject.wav"
|
|
required: false
|
|
bundled: true
|
|
category: game_data
|
|
description: "Coin rejected from a comparator style mech"
|
|
source_ref: "DefaultSounds/Readme.txt:48"
|
|
|
|
# -- Lockout solenoid --
|
|
|
|
- name: LockoutOn.wav
|
|
system: fruitmachine
|
|
path: "DefaultSounds/LockoutOn.wav"
|
|
required: false
|
|
bundled: true
|
|
category: game_data
|
|
description: "Lockout solenoid activated"
|
|
source_ref: "DefaultSounds/Readme.txt:52"
|
|
|
|
- name: LockoutOff.wav
|
|
system: fruitmachine
|
|
path: "DefaultSounds/LockoutOff.wav"
|
|
required: false
|
|
bundled: true
|
|
category: game_data
|
|
description: "Lockout solenoid deactivated"
|
|
source_ref: "DefaultSounds/Readme.txt:53"
|
|
|
|
# -- Stepper reels --
|
|
|
|
- name: Stepper.wav
|
|
system: fruitmachine
|
|
path: "DefaultSounds/Stepper.wav"
|
|
required: false
|
|
bundled: true
|
|
category: game_data
|
|
description: "SRU, SYS80 and MPS2 200 step reel motor"
|
|
source_ref: "DefaultSounds/Readme.txt:55, history.txt:74"
|
|
note: >-
|
|
Shipped only as tech copies under DefaultSounds/Custom/ for ELECTROCOIN,
|
|
MPS2, SRU and SYSTEM80, and as stepper.wav for M1AB. Reel effects were
|
|
extended to Maygay M1a and made available to other techs in v20.0.
|
|
|
|
# -- Prize vend --
|
|
|
|
- name: PrizeMotor.wav
|
|
system: fruitmachine
|
|
path: "DefaultSounds/PrizeMotor.wav"
|
|
required: false
|
|
bundled: true
|
|
category: game_data
|
|
description: "Prize vend motor started"
|
|
source_ref: "DefaultSounds/Readme.txt:57"
|
|
|
|
- name: PrizeVend.wav
|
|
system: fruitmachine
|
|
path: "DefaultSounds/PrizeVend.wav"
|
|
required: false
|
|
bundled: true
|
|
category: game_data
|
|
description: "Prize dispensed"
|
|
source_ref: "DefaultSounds/Readme.txt:58"
|
|
note: "Listed as Prizevend.wav in the readme, shipped as PrizeVend.wav."
|
|
|
|
# -- Pull handle --
|
|
|
|
- name: PullHandleSlow.wav
|
|
system: fruitmachine
|
|
path: "DefaultSounds/PullHandleSlow.wav"
|
|
required: false
|
|
bundled: true
|
|
category: game_data
|
|
description: "Pull handle drawn slowly"
|
|
source_ref: "DefaultSounds/Readme.txt:60, history.txt:207"
|
|
|
|
- name: PullHandleNormal.wav
|
|
system: fruitmachine
|
|
path: "DefaultSounds/PullHandleNormal.wav"
|
|
required: false
|
|
bundled: true
|
|
category: game_data
|
|
description: "Pull handle drawn at normal speed"
|
|
source_ref: "DefaultSounds/Readme.txt:61, history.txt:207"
|
|
|
|
- name: PullHandleFast.wav
|
|
system: fruitmachine
|
|
path: "DefaultSounds/PullHandleFast.wav"
|
|
required: false
|
|
bundled: true
|
|
category: game_data
|
|
description: "Pull handle drawn quickly"
|
|
source_ref: "DefaultSounds/Readme.txt:62, history.txt:207"
|
|
|
|
- name: PullHandleRelease.wav
|
|
system: fruitmachine
|
|
path: "DefaultSounds/PullHandleRelease.wav"
|
|
required: false
|
|
bundled: true
|
|
category: game_data
|
|
description: "Pull handle released"
|
|
source_ref: "DefaultSounds/Readme.txt:63, history.txt:207"
|
|
|
|
# -- Electromechanical cabinets --
|
|
|
|
- name: MotorOn.wav
|
|
system: fruitmachine
|
|
path: "DefaultSounds/MotorOn.wav"
|
|
required: false
|
|
bundled: true
|
|
category: game_data
|
|
description: "Reel motor activated on an EM machine"
|
|
source_ref: "DefaultSounds/Readme.txt:68"
|
|
|
|
- name: Wiper.wav
|
|
system: fruitmachine
|
|
path: "DefaultSounds/Wiper.wav"
|
|
required: false
|
|
bundled: true
|
|
category: game_data
|
|
description: "Reel with studs spinning on an EM machine"
|
|
source_ref: "DefaultSounds/Readme.txt:69"
|
|
|
|
- name: SolenoidOn.wav
|
|
system: fruitmachine
|
|
path: "DefaultSounds/SolenoidOn.wav"
|
|
required: false
|
|
bundled: true
|
|
category: game_data
|
|
description: "Reel solenoid activated on an EM machine"
|
|
source_ref: "DefaultSounds/Readme.txt:70"
|
|
|
|
- name: SolenoidOff.wav
|
|
system: fruitmachine
|
|
path: "DefaultSounds/SolenoidOff.wav"
|
|
required: false
|
|
bundled: true
|
|
category: game_data
|
|
description: "Reel solenoid deactivated on an EM machine"
|
|
source_ref: "DefaultSounds/Readme.txt:71"
|
|
|
|
- name: BellOn.wav
|
|
system: fruitmachine
|
|
path: "DefaultSounds/BellOn.wav"
|
|
required: false
|
|
bundled: true
|
|
category: game_data
|
|
description: "Bell switched on"
|
|
source_ref: "DefaultSounds/Readme.txt:72"
|
|
|
|
- name: BellOff.wav
|
|
system: fruitmachine
|
|
path: "DefaultSounds/BellOff.wav"
|
|
required: false
|
|
bundled: true
|
|
category: game_data
|
|
description: "Bell switched off"
|
|
source_ref: "DefaultSounds/Readme.txt:73"
|
|
|
|
- name: Buzzer.wav
|
|
system: fruitmachine
|
|
path: "DefaultSounds/Buzzer.wav"
|
|
required: false
|
|
bundled: true
|
|
category: game_data
|
|
description: "Nudge buzzer activated"
|
|
source_ref: "DefaultSounds/Readme.txt:74"
|
|
|
|
- name: Sounder.wav
|
|
system: fruitmachine
|
|
path: "DefaultSounds/Sounder.wav"
|
|
required: false
|
|
category: game_data
|
|
description: "Feature sounder activated on an EM machine"
|
|
source_ref: "DefaultSounds/Readme.txt:75"
|
|
note: "Effect name documented by MFME with no sample in the distribution."
|