Laser War

Partial

Data East1987DATAEASTdata-east.laser-war.1987

9 unresolved conflicts

  • The community technical chart's switch matrix prints Laser Kick, while the retained runtime calls the same address Kickback. The combined label preserves both terms. /inputs/switch.matrix-17/label
  • The community technical chart prints a physical Right E.O.S. switch and flipper circuit, while FLIP4746 and the retained script use address 46 as right-flipper button state. The retained sources do not reconcile the physical contact and its polarity with that controller-facing behavior. /inputs/switch.matrix-46
  • The community technical chart prints a physical Left E.O.S. switch and flipper circuit, while FLIP4746 and the retained script use address 47 as left-flipper button state. The retained sources do not reconcile the physical contact and its polarity with that controller-facing behavior. /inputs/switch.matrix-47
  • The printed lamp matrix assigns address 8 to Return To Base. The retained script has no lamp-8 callback and uses its l8a-v tower helpers under solenoid 5 instead, so no physical lamp-8 placement is asserted. /outputs/lamp.matrix-8
  • The community technical chart literally prints Red Target (Right) at lamp 26, duplicating lamp 18. The retained table places amber l26 beside the yellow target bank and the same chart names switch 32 Yellow Target (Right), so the structured semantic label remains Yellow Target (Right) while the printed disagreement is preserved verbatim. /outputs/lamp.matrix-26/label
  • The community technical chart calls Mars Yellow device type 23-800, while the otherwise matching Mars Red and Mars Blue rows say #89. Pinned s11.c independently treats the yellow, red and blue Mars flashers as one two-bulb-per-colour group, so kind flasher is the documented resolution; the printed 23-800 disagreement is retained verbatim and remains first-class provenance. /outputs/coil.driver-6/kind
  • The community technical chart types public 4, 5, 7, and 8 as additional #89 flashers, public 6 as a disputed 23-800 Mars circuit, public 29 as a 23-800 knocker, and public 30-32 as unfitted. Pinned s11.c instead applies #89-bulb PWM typing only to public 1-3 and then to all public 25-32. The semantic mapping follows the game-specific chart and retained runtime while preserving the emulator output-typing disagreement. /outputs/coil.driver-*
  • The community technical chart numbers Blue Pop, Yellow Pop, Left Sling, Red Pop, Right Sling and the unfitted driver as Coil No. 17-22. It does not print SP identities. Interpreting pinned s11.c's shared SS handler comments and Data East offsets produces a different physical-device order at public 17-22. The definition follows the game-specific chart as a conflicted working mapping and marks all six outputs and five mechanisms conflicted until a LibPinMAME trace observes the public pulses. /outputs/coil.driver-17..22
  • PinMAME synthesizes public power/hold states 45-48 for FLIP4746 even though Laser War's physical flippers use cabinet-wired dual-winding assemblies rather than four distinct CPU driver outputs. The printed EOS labels and retained button-state callbacks do not establish a winding-by-winding public mapping, so all four virtual states remain conflicted. /outputs/coil.driver-45..48

Wire it up

what an authoring tool needs first
Bind this ROM
lwar_a83

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

Controller platform
pinmame.dataeast

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
  • Player 1 alphanumeric display7 digits
  • Player 2 alphanumeric display7 digits
  • Player 3 numeric display7 digits
  • Player 4 numeric display7 digits
  • Credit/Match digit 11 digit
  • Credit/Match digit 21 digit
  • Ball-in-play digit 11 digit
  • Ball-in-play digit 21 digit
Address space
Switches
-7–64 (66)
Solenoids
1–50 (50)
Lamps
1–64 (64)
DIP
0–0 (1)
Cabinet & flipper inputs
46flipper.right.eos47flipper.left.eos1cabinet.tilt2cabinet.tilt3cabinet.start4cabinet.coin5cabinet.coin6cabinet.coin7cabinet.slam-tilt

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

116 placements · 14 stacked · normalised player view · outline is nominal

214 Right Slingshot · 21 Right Slingshot215 Left Slingshot · 19 Left Slingshot17 Laser Kick / Kickback18 Left Flipper Return Lane19 Right Flipper Return Lane20 Right Outlane21 10 Point Rubber Right (2 Switches)21 10 Point Rubber Right (2 Switches)22 Red Target (Left)23 Red Target (Center)24 Red Target (Right)225 Red Eject · 12 Red Eject26 Red Star227 Red Spinner · 20 Lock Red Eject29 Ramp30 Yellow Target (Left)31 Yellow Target (Center)32 Yellow Target (Right)233 Yellow Eject · 13 Yellow Eject34 Yellow Star35 Blue Target (Left)36 Blue Target (Center)37 Blue Target (Right)238 Blue Eject · 14 Blue Eject39 Blue Star40 W41 A42 R243 Pop Bumper Red · 20 Red Pop Bumper244 Pop Bumper Yellow · 18 Yellow Pop Bumper245 Pop Bumper Blue · 17 Blue Pop Bumper48 Red Star (Upper Right)49 Yellow Star (Upper Right)50 Blue Star (Upper Right)51 Yellow Spinner52 Shooter Lane1 Explosion22 Red Hot Dog · 19 Hot Dog Red23 Yellow Hot Dog · 27 Hot Dog Yellow24 Blue Hot Dog · 35 Hot Dog Blue6 Mars Yellow6 Mars Yellow7 Mars Red7 Mars Red8 Mars Blue8 Mars Blue9 Ball Trough Eject16 Outhole225 Ramp Multiplier · 7 Ramp Multiplier226 Green Shield · 12 Ramp Green Shield3 Blast Again4 W5 A6 R13 Ramp Orange Arrow14 Ramp Amber Arrow15 Ramp Clear Arrow16 Red Target (Left)17 Red Target (Center)18 Red Target (Right)21 Red Eject Clear Arrow22 Red Eject Amber Arrow23 Red Eject Orange Arrow24 Yellow Target (Left)25 Yellow Target (Center)26 Yellow Target (Right)28 Lock Yellow Eject29 Yellow Eject Clear Arrow30 Yellow Eject Amber Arrow31 Yellow Eject Orange Arrow32 Blue Target (Left)33 Blue Target (Center)34 Blue Target (Right)36 Lock Blue Eject37 Blue Eject Clear Arrow38 Blue Eject Amber Arrow39 Blue Eject Orange Arrow40 Left Outlane41 Flipper Return Lanes (Left & Right)41 Flipper Return Lanes (Left & Right)42 Bonus Holds43 2 X44 3 X45 4 X46 5 X47 Laser Kick48 Right Outlane50 Bonus 1K Red51 Bonus 2K Red52 Bonus 4K Red53 Bonus 8K Red54 Bonus 16K Red55 Bonus 1K Yellow56 Bonus 2K Yellow57 Bonus 4K Yellow58 Bonus 8K Yellow59 Bonus 16K Yellow60 Bonus 1K Blue61 Bonus 2K Blue62 Bonus 4K Blue63 Bonus 8K Blue64 Bonus 16K Blue

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 playfield64
  • sensorsenses the ball36
  • effectmoves the ball16
  • nStackseveral devices in one spot14
111 devices shown

Not on the playfield22 virtual, 16 unused, 14 cabinet or service, 11 internal nonvisual, 1 dip switch — 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
conflicted
Physical Wiring
conflicted
Mechanisms
conflicted
Variant Coverage
validated
Recreation Knowledge
candidate
Still missing · 5
Output SemanticsMechanism BehaviorPolaritySpatial PlacementUnresolved Conflicts

Switches

The addresses PinMAME reports as closed. Numbers are the public API values, not matrix hardware pins.

66 addresses

Switch map

Sequential addresses, grouped in columns of eight.

used unused
 
+0
+1
+2
+3
+4
+5
+6
+7
1–8
9–16
17–24
25–32
33–40
41–48
49–56
57–64
Hover or tap an address to identify it.

Outside the matrix-7, -6 — dedicated, diagnostic or flipper-column addresses. See the table below.

66 shown
# Name Device ID Role Wiring Evidence
-7
Advance (Black Button)
switch.diagnostic-7
service.diagnostic
validated
-6
Up/Down (Green Toggle)
switch.diagnostic-6
service.diagnostic
validated
1
Plumb Bob Tilt
switch.matrix-1
cabinet.tilt
GRN-BRN
WHT-BRN
CPU Board
validated
2
Ball Roll Tilt
switch.matrix-2
cabinet.tilt
GRN-BRN
WHT-RED
CPU Board
validated
3
Start Button
switch.matrix-3
cabinet.start
GRN-BRN
WHT-ORN
CPU Board
validated
4
Right Coin Switch
switch.matrix-4
cabinet.coin
GRN-BRN
WHT-YEL
CPU Board
validated
5
Center Coin Switch
switch.matrix-5
cabinet.coin
GRN-BRN
WHT-GRN
CPU Board
validated
6
Left Coin Switch
switch.matrix-6
cabinet.coin
GRN-BRN
WHT-BLU
CPU Board
validated
7
Slam Tilt
switch.matrix-7
cabinet.slam-tilt
GRN-BRN
WHT-VIO
CPU Board
validated
8
Unused Switch 8
switch.matrix-8
GRN-BRN
WHT-GRY
CPU Board
validated
9
Playfield Tilt
switch.matrix-9
GRN-RED
WHT-BRN
CPU Board
validated
10
Ball Trough 3
switch.matrix-10
trough.position-3
GRN-RED
WHT-RED
CPU Board
validated
11
Ball Trough 2
switch.matrix-11
trough.position-2
GRN-RED
WHT-ORN
CPU Board
validated
12
Ball Trough 1
switch.matrix-12
trough.position-1
GRN-RED
WHT-YEL
CPU Board
validated
13
Outhole
switch.matrix-13
outhole
GRN-RED
WHT-GRN
CPU Board
validated
14
Right Slingshot
switch.matrix-14
slingshot.right
GRN-RED
WHT-BLU
CPU Board
validated
15
Left Slingshot
switch.matrix-15
slingshot.left
GRN-RED
WHT-VIO
CPU Board
validated
16
Unused Switch 16
switch.matrix-16
GRN-RED
WHT-GRY
CPU Board
validated
17
Laser Kick / Kickback
switch.matrix-17
kickback
GRN-ORN
WHT-BRN
CPU Board
conflicted
18
Left Flipper Return Lane
switch.matrix-18
GRN-ORN
WHT-RED
CPU Board
validated
19
Right Flipper Return Lane
switch.matrix-19
GRN-ORN
WHT-ORN
CPU Board
validated
20
Right Outlane
switch.matrix-20
GRN-ORN
WHT-YEL
CPU Board
validated
21
10 Point Rubber Right (2 Switches)
switch.matrix-21
GRN-ORN
WHT-GRN
CPU Board
validated
22
Red Target (Left)
switch.matrix-22
GRN-ORN
WHT-BLU
CPU Board
validated
23
Red Target (Center)
switch.matrix-23
GRN-ORN
WHT-VIO
CPU Board
validated
24
Red Target (Right)
switch.matrix-24
GRN-ORN
WHT-GRY
CPU Board
validated
25
Red Eject
switch.matrix-25
eject.red
GRN-YEL
WHT-BRN
CPU Board
validated
26
Red Star
switch.matrix-26
GRN-YEL
WHT-RED
CPU Board
validated
27
Red Spinner
switch.matrix-27
GRN-YEL
WHT-ORN
CPU Board
validated
28
Unused Switch 28
switch.matrix-28
GRN-YEL
WHT-YEL
CPU Board
validated
29
Ramp
switch.matrix-29
GRN-YEL
WHT-GRN
CPU Board
validated
30
Yellow Target (Left)
switch.matrix-30
GRN-YEL
WHT-BLU
CPU Board
validated
31
Yellow Target (Center)
switch.matrix-31
GRN-YEL
WHT-VIO
CPU Board
validated
32
Yellow Target (Right)
switch.matrix-32
GRN-YEL
WHT-GRY
CPU Board
validated
33
Yellow Eject
switch.matrix-33
eject.yellow
GRN-BLK
WHT-BRN
CPU Board
validated
34
Yellow Star
switch.matrix-34
GRN-BLK
WHT-RED
CPU Board
validated
35
Blue Target (Left)
switch.matrix-35
GRN-BLK
WHT-ORN
CPU Board
validated
36
Blue Target (Center)
switch.matrix-36
GRN-BLK
WHT-YEL
CPU Board
validated
37
Blue Target (Right)
switch.matrix-37
GRN-BLK
WHT-GRN
CPU Board
validated
38
Blue Eject
switch.matrix-38
eject.blue
GRN-BLK
WHT-BLU
CPU Board
validated
39
Blue Star
switch.matrix-39
GRN-BLK
WHT-VIO
CPU Board
validated
40
W
switch.matrix-40
GRN-BLK
WHT-GRY
CPU Board
validated
41
A
switch.matrix-41
GRN-BLU
WHT-BRN
CPU Board
validated
42
R
switch.matrix-42
GRN-BLU
WHT-RED
CPU Board
validated
43
Pop Bumper Red
switch.matrix-43
pop-bumper.red
GRN-BLU
WHT-ORN
CPU Board
validated
44
Pop Bumper Yellow
switch.matrix-44
pop-bumper.yellow
GRN-BLU
WHT-YEL
CPU Board
validated
45
Pop Bumper Blue
switch.matrix-45
pop-bumper.blue
GRN-BLU
WHT-GRN
CPU Board
validated
46
Right Flipper (EOS)
switch.matrix-46
flipper.right.eos
GRN-BLU
WHT-BLU
CPU Board
conflicted
47
Left Flipper (EOS)
switch.matrix-47
flipper.left.eos
GRN-BLU
WHT-VIO
CPU Board
conflicted
48
Red Star (Upper Right)
switch.matrix-48
GRN-BLU
WHT-GRY
CPU Board
validated
49
Yellow Star (Upper Right)
switch.matrix-49
GRN-VIO
WHT-BRN
CPU Board
validated
50
Blue Star (Upper Right)
switch.matrix-50
GRN-VIO
WHT-RED
CPU Board
validated
51
Yellow Spinner
switch.matrix-51
GRN-VIO
WHT-ORN
CPU Board
validated
52
Shooter Lane
switch.matrix-52
shooter-lane
GRN-VIO
WHT-YEL
CPU Board
validated
53
Unused Switch 53
switch.matrix-53
GRN-VIO
WHT-GRN
CPU Board
validated
54
Unused Switch 54
switch.matrix-54
GRN-VIO
WHT-BLU
CPU Board
validated
55
Unused Switch 55
switch.matrix-55
GRN-VIO
WHT-VIO
CPU Board
validated
56
Unused Switch 56
switch.matrix-56
GRN-VIO
WHT-GRY
CPU Board
validated
57
Unused Switch 57
switch.matrix-57
GRN-GRY
WHT-BRN
CPU Board
validated
58
Unused Switch 58
switch.matrix-58
GRN-GRY
WHT-RED
CPU Board
validated
59
Unused Switch 59
switch.matrix-59
GRN-GRY
WHT-ORN
CPU Board
validated
60
Unused Switch 60
switch.matrix-60
GRN-GRY
WHT-YEL
CPU Board
validated
61
Unused Switch 61
switch.matrix-61
GRN-GRY
WHT-GRN
CPU Board
validated
62
Unused Switch 62
switch.matrix-62
GRN-GRY
WHT-BLU
CPU Board
validated
63
Unused Switch 63
switch.matrix-63
GRN-GRY
WHT-VIO
CPU Board
validated
64
Unused Switch 64
switch.matrix-64
GRN-GRY
WHT-GRY
CPU Board
validated

Controlled devices

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

Coils, magnets & motors

14
14 shown
# Name Device ID Kind Wiring Evidence
9
Ball Trough Eject
coil.driver-9 Coil
Q30
CPU Board
validated
10
L/R Power Relay
coil.driver-10 Relay
Q29
CPU Board
validated
11
General Illumination Relay
coil.driver-11 Relay
Q28
CPU Board
validated
12
Red Eject
coil.driver-12 Coil
Q27
CPU Board
validated
13
Yellow Eject
coil.driver-13 Coil
Q26
CPU Board
validated
14
Blue Eject
coil.driver-14 Coil
Q25
CPU Board
validated
15
Laser Kick (Relay)
coil.driver-15 Relay
Q24
CPU Board
validated
16
Outhole
coil.driver-16 Coil
Q23
CPU Board
validated
17
Blue Pop Bumper
coil.driver-17 Coil
Q8
CPU Board 520-5003-00
conflicted
18
Yellow Pop Bumper
coil.driver-18 Coil
Q9
CPU Board 520-5003-00
conflicted
19
Left Slingshot
coil.driver-19 Coil
Q10
CPU Board 520-5003-00
conflicted
20
Red Pop Bumper
coil.driver-20 Coil
Q11
CPU Board 520-5003-00
conflicted
21
Right Slingshot
coil.driver-21 Coil
Q12
CPU Board 520-5003-00
conflicted
29
Knocker
coil.driver-29 Coil
Q42
CPU Board
conflicted

Flashers

12
12 shown
# Name Device ID Wiring Evidence
1
Explosion
coil.driver-1
Q46
CPU Board
validated
2
Red Hot Dog
coil.driver-2
Q45
CPU Board
validated
3
Yellow Hot Dog
coil.driver-3
Q44
CPU Board
validated
4
Blue Hot Dog
coil.driver-4
Q43
CPU Board
conflicted
5
Ion Cannon
coil.driver-5
Q42
CPU Board
conflicted
6
Mars Yellow
coil.driver-6
Q41
CPU Board
conflicted
7
Mars Red
coil.driver-7
Q40
CPU Board
conflicted
8
Mars Blue
coil.driver-8
Q39
CPU Board
conflicted
25
Ramp Multiplier
coil.driver-25
Q46
CPU Board
validated
26
Green Shield
coil.driver-26
Q45
CPU Board
validated
27
Warriors (Back Glass)
coil.driver-27
Q44
CPU Board
validated
28
Laser Wire (Back Glass)
coil.driver-28
Q43
CPU Board
validated

Lamps

64

Lamp map

Sequential addresses, grouped in columns of eight.

used unused
 
+0
+1
+2
+3
+4
+5
+6
+7
1–8
9–16
17–24
25–32
33–40
41–48
49–56
57–64
Hover or tap an address to identify it.
64 shown
# Name Device ID Wiring Evidence
1
Ball in Play
lamp.matrix-1
CPU Board
validated
2
Match
lamp.matrix-2
CPU Board
validated
3
Blast Again
lamp.matrix-3
CPU Board
validated
4
W
lamp.matrix-4
CPU Board
validated
5
A
lamp.matrix-5
CPU Board
validated
6
R
lamp.matrix-6
CPU Board
validated
7
Ramp Multiplier
lamp.matrix-7
CPU Board
validated
8
Return to Base
lamp.matrix-8
CPU Board
conflicted
9
Cannon Red
lamp.matrix-9
CPU Board
validated
10
Cannon Yellow
lamp.matrix-10
CPU Board
validated
11
Cannon Blue
lamp.matrix-11
CPU Board
validated
12
Ramp Green Shield
lamp.matrix-12
CPU Board
validated
13
Ramp Orange Arrow
lamp.matrix-13
CPU Board
validated
14
Ramp Amber Arrow
lamp.matrix-14
CPU Board
validated
15
Ramp Clear Arrow
lamp.matrix-15
CPU Board
validated
16
Red Target (Left)
lamp.matrix-16
CPU Board
validated
17
Red Target (Center)
lamp.matrix-17
CPU Board
validated
18
Red Target (Right)
lamp.matrix-18
CPU Board
validated
19
Hot Dog Red
lamp.matrix-19
CPU Board
validated
20
Lock Red Eject
lamp.matrix-20
CPU Board
validated
21
Red Eject Clear Arrow
lamp.matrix-21
CPU Board
validated
22
Red Eject Amber Arrow
lamp.matrix-22
CPU Board
validated
23
Red Eject Orange Arrow
lamp.matrix-23
CPU Board
validated
24
Yellow Target (Left)
lamp.matrix-24
CPU Board
validated
25
Yellow Target (Center)
lamp.matrix-25
CPU Board
validated
26
Yellow Target (Right)
lamp.matrix-26
CPU Board
conflicted
27
Hot Dog Yellow
lamp.matrix-27
CPU Board
validated
28
Lock Yellow Eject
lamp.matrix-28
CPU Board
validated
29
Yellow Eject Clear Arrow
lamp.matrix-29
CPU Board
validated
30
Yellow Eject Amber Arrow
lamp.matrix-30
CPU Board
validated
31
Yellow Eject Orange Arrow
lamp.matrix-31
CPU Board
validated
32
Blue Target (Left)
lamp.matrix-32
CPU Board
validated
33
Blue Target (Center)
lamp.matrix-33
CPU Board
validated
34
Blue Target (Right)
lamp.matrix-34
CPU Board
validated
35
Hot Dog Blue
lamp.matrix-35
CPU Board
validated
36
Lock Blue Eject
lamp.matrix-36
CPU Board
validated
37
Blue Eject Clear Arrow
lamp.matrix-37
CPU Board
validated
38
Blue Eject Amber Arrow
lamp.matrix-38
CPU Board
validated
39
Blue Eject Orange Arrow
lamp.matrix-39
CPU Board
validated
40
Left Outlane
lamp.matrix-40
CPU Board
validated
41
Flipper Return Lanes (Left & Right)
lamp.matrix-41
CPU Board
validated
42
Bonus Holds
lamp.matrix-42
CPU Board
validated
43
2 X
lamp.matrix-43
CPU Board
validated
44
3 X
lamp.matrix-44
CPU Board
validated
45
4 X
lamp.matrix-45
CPU Board
validated
46
5 X
lamp.matrix-46
CPU Board
validated
47
Laser Kick
lamp.matrix-47
CPU Board
validated
48
Right Outlane
lamp.matrix-48
CPU Board
validated
49
Ion Cannon (Tip)
lamp.matrix-49
CPU Board
validated
50
Bonus 1K Red
lamp.matrix-50
CPU Board
validated
51
Bonus 2K Red
lamp.matrix-51
CPU Board
validated
52
Bonus 4K Red
lamp.matrix-52
CPU Board
validated
53
Bonus 8K Red
lamp.matrix-53
CPU Board
validated
54
Bonus 16K Red
lamp.matrix-54
CPU Board
validated
55
Bonus 1K Yellow
lamp.matrix-55
CPU Board
validated
56
Bonus 2K Yellow
lamp.matrix-56
CPU Board
validated
57
Bonus 4K Yellow
lamp.matrix-57
CPU Board
validated
58
Bonus 8K Yellow
lamp.matrix-58
CPU Board
validated
59
Bonus 16K Yellow
lamp.matrix-59
CPU Board
validated
60
Bonus 1K Blue
lamp.matrix-60
CPU Board
validated
61
Bonus 2K Blue
lamp.matrix-61
CPU Board
validated
62
Bonus 4K Blue
lamp.matrix-62
CPU Board
validated
63
Bonus 8K Blue
lamp.matrix-63
CPU Board
validated
64
Bonus 16K Blue
lamp.matrix-64
CPU Board
validated

Virtual & other outputs

23
23 shown
# Name Device ID Wiring Evidence
22
Unfitted Special-Solenoid Driver
coil.driver-22
Q13
CPU Board 520-5003-00
conflicted
24
Unused Solenoid 24
coil.driver-24
validated
30
Unfitted Mux Branch 6R
coil.driver-30
Q41
CPU Board
conflicted
31
Unfitted Mux Branch 7R
coil.driver-31
Q40
CPU Board
conflicted
32
Unfitted Mux Branch 8R
coil.driver-32
Q39
CPU Board
conflicted
33
Inert Solenoid Address 33
coil.driver-33
validated
34
Inert Solenoid Address 34
coil.driver-34
validated
35
Inert Solenoid Address 35
coil.driver-35
validated
36
Inert Solenoid Address 36
coil.driver-36
validated
37
Inert Solenoid Address 37
coil.driver-37
validated
38
Inert Solenoid Address 38
coil.driver-38
validated
39
Inert Solenoid Address 39
coil.driver-39
validated
40
Inert Solenoid Address 40
coil.driver-40
validated
41
Inert Solenoid Address 41
coil.driver-41
validated
42
Inert Solenoid Address 42
coil.driver-42
validated
43
Inert Solenoid Address 43
coil.driver-43
validated
44
Inert Solenoid Address 44
coil.driver-44
validated
45
Synthetic Lower Right Flipper Power
coil.driver-45
conflicted
46
Synthetic Lower Right Flipper Hold
coil.driver-46
conflicted
47
Synthetic Lower Left Flipper Power
coil.driver-47
conflicted
48
Synthetic Lower Left Flipper Hold
coil.driver-48
conflicted
49
Simulation Ball Shooter
coil.driver-49
validated
50
Reserved Solenoid 50
coil.driver-50
validated

Configuration & other inputs

1 shown
# Name Device ID Evidence
0
Jumper W7 (function undocumented)
Dip
dip.jumper-w7 observed

Mechanisms

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

Three-ball trough

mechanism.ball-trough

Other

The retained script initializes all three trough switches active. Pulsing the ball-trough eject moves the front ball from switch 12 into the shooter lane; the remaining balls advance toward switch 12.

Outhole feeder

mechanism.outhole

Kicker

A drained ball closes the outhole switch. The outhole coil kicks that ball into the three-ball trough; the script explicitly clears switch 13 when it fires.

Drives
Senses

Red eject saucer

mechanism.red-eject

Kicker

The saucer captures one ball, asserts switch 25, and the red-eject coil kicks it back to the playfield.

Drives
Senses

Yellow eject saucer

mechanism.yellow-eject

Kicker

The saucer captures one ball, asserts switch 33, and the yellow-eject coil kicks it back to the playfield.

Blue eject saucer

mechanism.blue-eject

Kicker

The saucer captures one ball, asserts switch 38, and the blue-eject coil kicks it back to the playfield.

Drives
Senses

Left outlane kickback

mechanism.kickback

Kicker

Public output 15 controls a 24 VDC Laser Kick relay; its downstream 23-900 local kickback coil is not a separate PinMAME output. The retained runtime arms the local kick while the relay is active, then switch 17 triggers it. The empty actuator list avoids misidentifying the relay as the mechanical actuator.

Left slingshot

mechanism.left-slingshot

Kicker

The retained runtime pulses switch 15 when the left sling surface fires. The community technical chart numbers the left-sling circuit Coil No. 19 at Q10. The shared-source permutation suggests a different public address, so this working binding remains conflicted pending a LibPinMAME trace.

Right slingshot

mechanism.right-slingshot

Kicker

The retained runtime pulses switch 14 when the right sling surface fires. The community technical chart numbers the right-sling circuit Coil No. 21 at Q12. The shared-source permutation happens to agree at this address, but the six-address contract remains conflicted pending a LibPinMAME trace.

Red pop bumper

mechanism.red-pop-bumper

Kicker

The retained runtime pulses switch 43 on a red pop-bumper hit. The community technical chart numbers the red-pop circuit Coil No. 20 at Q11. The shared-source permutation suggests a different public address, so this working binding remains conflicted pending a LibPinMAME trace.

Yellow pop bumper

mechanism.yellow-pop-bumper

Kicker

The retained runtime pulses switch 44 on a yellow pop-bumper hit. The community technical chart numbers the yellow-pop circuit Coil No. 18 at Q9. The shared-source permutation suggests a different public address, so this working binding remains conflicted pending a LibPinMAME trace.

Blue pop bumper

mechanism.blue-pop-bumper

Kicker

The retained runtime pulses switch 45 on a blue pop-bumper hit. The community technical chart numbers the blue-pop circuit Coil No. 17 at Q8. The shared-source permutation agrees at this address, but the six-address contract remains conflicted pending a LibPinMAME trace.

Red spinner

mechanism.red-spinner

Rotary

A passive spinner pulses switch 27 as it turns; it has no CPU actuator.

Yellow spinner

mechanism.yellow-spinner

Rotary

A passive spinner pulses switch 51 as it turns; it has no CPU actuator.

Wire ramp and return path

mechanism.ramp

Other

A ball entering the ramp closes switch 29 and follows the retained table's wire-ramp path back toward the shooter-side return. No motor or diverter is scripted.

Senses

Manual plunger and shooter lane

mechanism.manual-plunger

Other

The spring plunger is player-driven. A launched ball traverses shooter-lane switch 52; there is no physical CPU shooter coil.

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.

Identity and controller

Laser War is Data East's first pinball machine. Pinned PinMAME defines its three-driver clone tree with lwar_a83 as root and assigns GEN_DE (0x1000), de_dispAlpha1, FLIP4746, SNDBRD_DE1S, no custom solenoids, and Left/Right mux solenoid 10. It runs through the shared MACHINE_INIT(s11) emulator path, but the physical controller is Data East CPU Rev 1, not Williams System 11. The definition therefore uses the reviewed pinmame.dataeast profile and no longer carries a controller-platform blocker. The machine-level inversion_applied_by_emulator flag is true because consumers receive normalized public states and must not invert them again. Independently, INITGAMES11 leaves this game's per-game wpc.invSw mask all zeroes.

The display board is Laser War's 520-5004-00 topology: two seven-character 16-segment alphanumeric player rows, two seven-character numeric player rows, and a shared four-digit numeric credit/ball module. PinMAME exposes that last physical module as four one-digit layout entries, so the definition enumerates all eight controller layout entries. Displays are backbox devices and therefore use controlled not_applicable spatial records.

Address model

All 64 switch and 64 lamp matrix addresses are present in the definition, including every printed NOT USED switch position. With one-based chart rows and columns, the matrices are column-major: address (column - 1) * 8 + row. Solenoids are enumerated through public address 50 because custSol=0. Public 1-8 are the left side of eight shared transistor drives and public 25-32 are their relay-selected right side. The chart proves that special circuit 22 and right-bank branches 6R-8R have no fitted physical load, but PinMAME can publish their PIA or K1-multiplexed state at public addresses 22 and 30-32, so availability at those exact public addresses remains unknown until traced. Address 10 is the Left/Right power relay, address 23 is Game On, 33-44 are inert for this GameData, 45-48 are virtual lower-flipper power/hold states synthesized by PinMAME rather than extra physical drivers, 49 is the simulator shooter slot, and 50 is reserved.

Ball handling and causality

The retained known-working script, not printed label proximity, supplies runtime causality. It initializes trough switches 10-12 active, moves the front ball from switch 12 through coil 9 to the shooter lane, sends the outhole at switch 13 through coil 16 into the trough, and binds the red/yellow/blue eject saucers to switch/coil pairs 25/12, 33/13 and 38/14. Public output 15 energizes one 24 VDC relay that arms a separately powered 23-900 kickback coil; switch 17 then triggers the local kick, so the relay is not listed as the mechanism's actuator. The retained community technical chart numbers Coil No. 17-22 as Blue Pop/Q8, Yellow Pop/Q9, Left Sling/Q10, Red Pop/Q11, Right Sling/Q12, and an unfitted Q13 circuit. It does not print SP1-SP6 identities. The definition uses that game-specific sequence as a conflicted working mapping: Blue Pop/17, Yellow Pop/18, Left Sling/19, Red Pop/20, Right Sling/21 and unfitted/22. Interpreting pinned Data East setSSSol together with the shared SS handler comments produces a different physical-device order. All six bindings remain conflicted behind one trace gate. The known-working VPX script independently settles the five device sensors—blue/red/yellow pop switches 45/43/44 and left/right sling switches 15/14—but has no special-solenoid callbacks that can settle the public output order.

Spatial reconstruction

The retained table's asserted playfield bounds are left 0, top 0, right 964, bottom 2162. Coordinates use x=raw_x/964, y=raw_y/2162. Primary lN Light objects are bulb observations; lNa and related suffix objects are render helpers and are excluded. Lamp 41 has two primary bulbs and therefore two placements. The cannon tower groups are helper-only aggregates, so lamps 9-11 are not assigned their many visual helper coordinates. Insert-flasher helper-group centroids are marked candidate. The five resolved special-solenoid outputs are candidate projections to their exact bumper or slingshot assemblies, not hidden winding-center measurements. Synthetic flipper outputs 45-48 are virtual and deliberately have no physical quantity or coordinate. Cabinet relays, backbox flashers, service controls, displays, and internal nonvisual sensors receive controlled not_applicable dispositions.

Evidence limits and conflicts

The retained manual is a 42-page image-only archive reconstructed in page order from the complete ManualsLib _bg page-image set. It preserves the switch, lamp, and coil location drawings plus the playfield harness and CPU schematics, but the typeset chart text is absent; no committed matrix, coil-table, or flipper-circuit cell is attributed to that archive. Those cells instead come from a retained, visually reviewed one-page 2021 Inkochnito community technical chart. That secondary chart tabulates the complete matrices, Coil No. 1L-22, and both flipper circuits, including Q8-Q13, wire colors, and connector pins. Its game-specific 17-22 mapping conflicts with the order inferred from pinned setSSSol and shared PIA comments, so a LibPinMAME trace remains required. Flipper/EOS polarity and the precise electronic interface between output 15's relay and the local kickback coil also remain unresolved.

Nine disagreements are recorded as first-class conflicts. Eight remain unresolved: switch 17 is Laser Kick in the chart but Kickback in the runtime; switches 46/47 are printed as physical right/left flipper EOS switches while PinMAME and the script use those addresses for flipper-button state; printed lamp 8 is Return To Base while the retained script has no lamp-8 callback and reuses its l8 tower helpers for solenoid 5; the chart literally repeats Red Target (Right) at lamp 26 while the retained table's amber placement and switch 32 support the reconciled Yellow Target (Right) semantic label; the community special-solenoid table conflicts with the shared-source permutation; synthesized flipper states 45-48 have no settled winding-level physical mapping; and pinned s11.c's broad #89 output typing conflicts with the chart's additional left-bank flashers, right-bank knocker, and unfitted mux circuits. One has a documented resolution without rewriting the printed evidence: Mars Yellow remains semantically a flasher even though the chart prints type 23-800, because its red/blue partners are #89 lamps and pinned s11.c calls all three Mars colours flashers. Lamp 49 (Ion Cannon (Tip)) is printed but has no retained runtime binding; that is an unresolved placement/runtime omission, not silently converted into a different device.

What would complete the record

A LibPinMAME special-solenoid trace, a traced flipper/EOS and kickback relay circuit or synchronized bench capture, and a socket-level survey of the cannon tower, downstream GI circuit, and lamps 8/49 would remove the named blockers. Until then this definition remains partial.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
lwar_e90Laser War (9.0 Europe)
European rules revision using program ROM lwar9-0.e5 (SHA1 10dade79ded71625770ec7e21ea50b7aa64023d0); PinMAME assigns the same GameData and display layout.
1987lwar_a83compatible
lwar_a83Laser War (8.3)
Root revision. Program ROM lwar8-3.c5 (SHA1 54db2342bdd15b16fee906dc65f183a957fd0012); the three sound ROMs are shared by every listed driver.
1987identical
lwar_a81Laser War (8.1)
Earlier rules revision using program ROM c100_g8.256 (SHA1 edab4b7fab4a016e653a546110a4bc8c563e7cb7); PinMAME assigns the same GameData and display layout.
1987lwar_a83compatible

Parent set: lwar_a83 — 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

    pinmame.catalog.4ec52ff0ac13

    catalog/pinmame.json entries lwar_a81, lwar_a83 and lwar_e90

    rev
    4ec52ff0ac13
  • PinMAME source

    pinmame.core.4ec52ff0ac13

    Source locations

    src/wpc/degames.c lines 9-16 and 122-145 define Laser War's Data East CPU Rev 1 hardware, display board, GEN_DE GameData, FLIP4746 and three-driver clone tree; src/wpc/s11.c lines 537-554 apply Data East special-output offsets {3,4,5,1,0,2}, lines 618-623 connect the six PIA handlers, and lines 714-749 comment them SS6, SS5, SST2, SST3, SS1 and SS4. Treating those shared comments as physical special-solenoid identities produces an order that conflicts with the game-specific 17-22 community chart. Lines 1130-1134 type only public 1-3 and all 25-32 as #89 bulbs, which conflicts with the chart's additional left-bank flashers, right-bank knocker, and unfitted circuits. INITGAMES11 leaves the inversion mask zero-initialized

    src/wpc/degames.c:9src/wpc/s11.c:537lines 9-16 and 122-145 define Laser War's Data East CPU Rev 1 hardware, display board, GEN_DE GameData, FLIP4746
    rev
    4ec52ff0ac13
  • Operator manual

    Copyright Data East; redistribution status not supplied

    manual.data-east.laser-war.1987

    Source locations

    42-page image-only archive reconstructed in page order from the complete ManualsLib page-image set. The retained `_bg` images preserve playfield switch, lamp, and coil location drawings on PDF pages 20, 22, and 24, plus the coil-harness and CPU schematic drawings on pages 28 and 33. The typeset chart text is absent from this archive, so no matrix or coil-table transcription is attributed to it.

    external:pinmame-manuals/by-machine/data-east.laser-war.1987/manualslib/Data_East_Laser_War_Instruction_Manual_complete_image_archive.pdf
    by
    Data East Laser War instruction manual
    sha256
    e8e55768c990…
  • VPX table

    Community table; redistribution terms not supplied

    vpx-table.laser-war-vr-2-0

    vpxtool git:0561bb4; playfield bounds asserted as (0,0)-(964,2162)

    external:pinmame-vpx-sources/data-east/laser-war-1987/Laser War (Data East 1987) w VR Room v2.0.vpx
    by
    UnclePaulie, based on Herwey with credited contributors
    rev
    2.0
    sha256
    43b88ba675a1…
  • VPX script

    Community script; redistribution terms not supplied

    vpx-script.laser-war-vr-2-0

    cGameName lwar_a83; switch handlers, trough/eject/kickback causality, SolCallback and Lampz bindings

    external:pinmame-vpx-sources/data-east/laser-war-1987/vpxtool-extract/script.vbs
    by
    UnclePaulie, Herwey and credited contributors
    rev
    table versio
    sha256
    18c267910617…
  • VPX table

    vpx-extraction.laser-war-vr-2-0

    Source locations

    2927 files; algorithm: SHA-256 of the UTF-8 JSON object after removing manifest_sha256 and serializing with sorted keys, compact separators, and ensure_ascii=False.; canonical manifest SHA-256 9642a642737c4513b1a26d311a5c298e0f7c511e83f7bdfad7d70f0e211c10c1

    tools/seeds/data-east/laser-war-1987-extraction-manifest.json
    rev
    vpxtool git:
    sha256
    a4a2c13176cc…
  • Human review

    human-review.laser-war-rendered-manual

    Source locations

    All 42 page images were retained. The switch, lamp, and coil location drawings on pages 20, 22, and 24 and the complete schematic drawings on pages 28 and 33 were visually reviewed. The archive has no text layer, and its `_bg` images omit the typeset matrix/table text.

    external:pinmame-manuals/by-machine/data-east.laser-war.1987/manualslib/Data_East_Laser_War_Instruction_Manual_complete_image_archive.pdf
    sha256
    e8e55768c990…
  • Service diagnostic

    Redistribution status not supplied

    tech-chart.pinballrebel.data-east-laser-war

    Source locations

    Community-compiled one-page 2021 Inkochnito Laser War technical chart, acquired from https://www.pinballrebel.com/pinball/cards/Tech_Charts/Data_East_Laser_War_Tech_Chart.pdf. It prints the complete switch and lamp matrices, Coil No. rows 1L-22, driver transistors, wire colours, connector pins, flipper circuits, and fuse list. It is secondary evidence, not a Data East factory manual.

    external:pinmame-manuals/by-machine/data-east.laser-war.1987/pinballrebel/Data_East_Laser_War_Tech_Chart.pdf
    by
    Inkochnito technical chart, hosted by PinballRebel
    sha256
    30a1def10178…

Something wrong or missing?

This definition still has 5 unmet requirements, 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.

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