An unauthorized PC simulation

The Project

There is no ROM to dump and no CPU to emulate. To bring TRAPSHOOT back, every lamp, timing and rule had to be rebuilt from evidence.

Where it came from

Project Trapshoot is by Shane R. Monroe. The research archive behind it - the backglass scans, the videos of a working machine, the coin box photos - dates back to 2003. The original simulation's code was lost in a backup failure, so in 2026 the game was rebuilt from scratch, working from that same archive plus the machine's owner's manual.

Simulation, not emulation

Emulators run a game's original program. TRAPSHOOT never had one: its "program" is the wiring between a few dozen TTL chips. So instead of emulating hardware, this project simulates what the hardware does, and checks every detail against the real thing.

The board

The backglass was scanned at high resolution (2192 by 1094 pixels), once fully lit and once dim. Every lamp element - over 60 of them, plus 31 bird positions on the arc - was mapped by hand in a purpose-built layout editor. Each lamp lights only its own piece of art: the bird dots are masked to the dot itself, bursts skip the bird dots underneath them, and the faint landscape flood has every lamp element cut out so nothing glows that the real machine wouldn't light.

The footage

The videos in the gallery did a lot of the work:

The manual

The owner's manual's circuit description supplied the rules no video could show: how the traphouse, delay and bird speed are chosen at random, which station fires at which traphouse, how the hit gate turns pulse overlap into a score of 1 to 4, when DOUBLES comes up, and how the game ends only after Team 2's turn. See The Machine for the details.

The sounds

The gunshot, the hit, the score ticks and the crowd were cut from recordings of the real machine. The coin drop is "vending_machine_coin_insert" by Krokulator on Freesound (CC0 / public domain).

What we added

A few things in the simulation are not on the original machine. They are clearly ours, and each one can be switched off in the operator settings (F1):

Attract mode OURSA lamp show and a short demo game played by the simulation's own engine. The real machine just sits idle - turn attract mode off for the authentic experience.
On-screen transmitter OURSA photo of the real control box rests on the waiting team's scoreboard, and its red lens lights when you press the button.
Coin box OURSInserting a coin shows the real coin box with a quarter rattling through the mechanism.
Operator settings OURSThe machine's jumpers and trimmers as a menu: target score, free-game count, bird speed trim, lighting levels and more.

Credits

TRAPSHOOT (1975) was designed and built by Gremlin Industries, Inc., San Diego. All original artwork and design belong to their respective owners. Project Trapshoot is a fan tribute and is not affiliated with Gremlin Industries or Sega.

Simulation, research and this site: Shane R. Monroe.

PLAY TRAPSHOOT