Secret Service

Partial

Data East1988DATAEASTdata-east.secret-service.1988

10 unresolved conflicts

  • The production switch matrix and following description list differ at addresses 3, 11, 12, 13, 18, 25, 27, 28, 29, 30, 31, 32, 41, 42, 43, 44, 45. Differences range from wording and feature qualifiers to the material Left Kickback/Laser Kickback label at 32. The definition uses the description-list labels and retains both complete transcriptions. /inputs
  • The production manual prints a physical Left Flipper EOS contact at matrix 30. FLIP3031 exposes player-button state at 30, while the production cabinet schematic shows the high-current left flipper button as a separate unnumbered circuit. /inputs/switch.matrix-30
  • The production manual prints a physical Right Flipper EOS contact at matrix 31. FLIP3031 exposes player-button state at 31, while the production cabinet schematic shows the high-current right flipper button as a separate unnumbered circuit. /inputs/switch.matrix-31
  • The production lamp matrix and following playfield-lamp description list disagree at addresses 3, 5, 14, 15, 16, 18, 22, 23, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64. The illustration-side list supplies working physical labels; both complete tables remain in the excerpt and affected outputs are conflicted. /outputs/lamp.matrix-*
  • The production L/R tables and retained runtime make public 1-8 the visual L bank and public 25-32 the mechanism R bank. Pinned s11.c instead types only public 25-32 as eight muxed #89-bulb outputs and leaves 1-8 at the default two-state type. The semantic mapping follows the manual-plus-script agreement, while the emulator typing conflict remains unresolved. /outputs/coil.driver-*
  • The production Coil Identification Table literally prints BIU-YEL for the Right Flipper power wire, while the production playfield wiring diagram labels CN3 pin 6 BLU-YEL. The table cell is retained and the same-manual discrepancy remains explicit. /mechanisms/mechanism.right-flipper-pair
  • The production Coil Test list prints Secret Service (Backglass), Clear Mars for output 13, while the detailed production Coil Identification Table prints only Secret Service (Backglass). The detailed-table label is used and the omitted Clear Mars phrase remains unresolved. /outputs/coil.driver-13/label
  • The production Coil Test explicitly numbers SP1-SP6 sequentially as public outputs 17-22. Interpreting pinned s11.c PIA comments as physical SP identities and applying the Data East offsets instead yields SP1, SP3, SP4, SP6, SP5 and SP2 at public 17-22. The definition follows the explicit operator numbering and marks all six outputs conflicted until a LibPinMAME trace observes the public pulses. /outputs/coil.driver-17..22
  • The production Coil Identification Table prints SP1/SP3/SP4 at Q8/Q10/Q11, while the production CPU/playfield schematics assign those circuits to Q11/Q8/Q10. Structured wiring follows the two agreeing schematics and preserves the literal table values in the excerpt and physical notes. /outputs/coil.driver-{17,19,20}/wiring/driver_transistor
  • PinMAME synthesizes public power/hold states 45-48 for FLIP3031 even though the production machine uses three physical dual-winding flipper coils and no corresponding CPU driver outputs. The retained script combines both right flippers under one callback, so the mapping from synthetic public state to physical windings remains unresolved. /outputs/coil.driver-45..48

Wire it up

what an authoring tool needs first
Bind this ROM
ssvc_a26

4 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
Address space
Switches
-7–64 (66)
Solenoids
1–50 (50)
Lamps
1–64 (64)
DIP
0–0 (1)
Cabinet & flipper inputs
30flipper.left.eos31flipper.right.eos1cabinet.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

118 placements · 6 stacked · normalised player view · outline is nominal

9 Shooter Lane10 Bullet Target311 Eater 1 (KGB Hideout) · 25 Ball Eater Down · 30 Ball Eater Up13 Eater Target (KGB Hideout)14 Target 115 Target 216 Target 317 Right Spinner18 Top 310 Point219 Top Right Eject · 27 Eject Hole20 Red Pop Bumper21 Clear Pop Bumper22 Blue Pop Bumper23 S Lane24 P Lane25 Y Lane26 Left Spinner28 Left Slingshot29 Right Slingshot32 Laser Kickback33 Left Return34 Right Return35 Right Outlane36 Drop 137 Drop 2338 Drop 3 · 45 310 Point Behind Drops · 28 5-Bank Reset39 Drop 440 Drop 541 Kickbig 1 (Whitehouse)42 Kickbig 2 (Whitehouse)43 Top Left Switch (Ramp)44 Top Right Switch (Ramp)50 Star Rollover1 Top Left Red Hotdog / Left Red Marquee1 Top Left Red Hotdog / Left Red Marquee2 Top Left Yellow Hotdog / Left Yellow Marquee2 Top Left Yellow Hotdog / Left Yellow Marquee23 Blue Mars (backstop) / Blue Marquee · 7 "P" Lane3 Blue Mars (backstop) / Blue Marquee4 Top Right Yellow Hotdog / Right Yellow Marquee4 Top Right Yellow Hotdog / Right Yellow Marquee5 Top Right Red Hotdog / Right Red Marquee5 Top Right Red Hotdog / Right Red Marquee28 Shield, Clear Mars (backstop) · 8 "Y" Lane8 Shield, Clear Mars (backstop)214 Post · 24 Up Post15 Laser Kickback relay and coil26 Outhole32 Trough1 Spy Again2 White House #23 Russian Embassy #24 Jefferson Memorial #1 (Jackpot)5 Jefferson Memorial #1 (Jackpot)6 "S" Lane9 Left Red Arrow10 Left Red Circle11 Center Red Circle12 Right Red Circle13 Right Red Arrow14 Russian Embassy Green? Shield15 Russian Embassy Yellow Shield16 Russian Embassy Clear Shield17 Left Clear Arrow18 Left Clear Circle19 Center Clear Circle20 Right Clear Circle21 Right Clear Arrow22 All Scores Double23 Bonus Held25 Left Blue Arrow26 Left Blue Circle27 Center Blue Circle28 Right Blue Circle29 Right Blue Arrow30 Super Arrow31 Left Spinner32 Right Spinner33 5-Bank Arrow 134 5-Bank Arrow 235 5-Bank Arrow 336 5-Bank Arrow 437 5-Bank Arrow 538 Bullet Target39 Hotline (White House)40 Eject Green Shield41 5-Bank Green Shield42 5-Bank Orange Shield43 5-Bank Amber Shield44 5-Bank Clear Shield45 Eject Red Arrow46 Eject Clear Arrow47 Eject Blue Arrow48 Eject Amber Shield49 Laser Kickback50 Left Outlane Special51 Left Return Lane52 Right Return Lane53 Right Outlane Special54 1K Bonus55 2K Bonus56 4K Bonus57 8K Bonus58 16K Bonus59 32K Bonus60 64K Bonus61 2X62 3X63 4X64 5X

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 playfield76
  • sensorsenses the ball34
  • effectmoves the ball8
  • nStackseveral devices in one spot6
112 devices shown

Not on the playfield19 virtual, 17 unused, 11 cabinet or service, 9 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
Black Button / Advance
switch.diagnostic-7
service.diagnostic
validated
-6
Green Button / Up-Down
switch.diagnostic-6
service.diagnostic
validated
1
Plumb Tilt
switch.matrix-1
cabinet.tilt
GRN-BRN
WHT-BRN
CPU Board
validated
2
Unused Switch 2
switch.matrix-2
GRN-BRN
WHT-RED
CPU Board
validated
3
Credits Button
switch.matrix-3
cabinet.start
GRN-BRN
WHT-ORN
CPU Board
conflicted
4
Right Coin
switch.matrix-4
cabinet.coin
GRN-BRN
WHT-YEL
CPU Board
validated
5
Center Coin
switch.matrix-5
cabinet.coin
GRN-BRN
WHT-GRN
CPU Board
validated
6
Left Coin
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
Shooter Lane
switch.matrix-9
shooter-lane
GRN-RED
WHT-BRN
CPU Board
validated
10
Bullet Target
switch.matrix-10
GRN-RED
WHT-RED
CPU Board
validated
11
Eater 1 (KGB Hideout)
switch.matrix-11
eater.ball
GRN-RED
WHT-ORN
CPU Board
conflicted
12
Eater 2 (KGB Hideout)
switch.matrix-12
eater.position-down
GRN-RED
WHT-YEL
CPU Board
conflicted
13
Eater Target (KGB Hideout)
switch.matrix-13
GRN-RED
WHT-GRN
CPU Board
conflicted
14
Target 1
switch.matrix-14
GRN-RED
WHT-BLU
CPU Board
validated
15
Target 2
switch.matrix-15
GRN-RED
WHT-VIO
CPU Board
validated
16
Target 3
switch.matrix-16
GRN-RED
WHT-GRY
CPU Board
validated
17
Right Spinner
switch.matrix-17
GRN-ORN
WHT-BRN
CPU Board
validated
18
Top 310 Point
switch.matrix-18
GRN-ORN
WHT-RED
CPU Board
conflicted
19
Top Right Eject
switch.matrix-19
eject.top-right
GRN-ORN
WHT-ORN
CPU Board
validated
20
Red Pop Bumper
switch.matrix-20
pop-bumper.red
GRN-ORN
WHT-YEL
CPU Board
validated
21
Clear Pop Bumper
switch.matrix-21
pop-bumper.clear
GRN-ORN
WHT-GRN
CPU Board
validated
22
Blue Pop Bumper
switch.matrix-22
pop-bumper.blue
GRN-ORN
WHT-BLU
CPU Board
validated
23
S Lane
switch.matrix-23
GRN-ORN
WHT-VIO
CPU Board
validated
24
P Lane
switch.matrix-24
GRN-ORN
WHT-GRY
CPU Board
validated
25
Y Lane
switch.matrix-25
GRN-YEL
WHT-BRN
CPU Board
conflicted
26
Left Spinner
switch.matrix-26
GRN-YEL
WHT-RED
CPU Board
validated
27
Left 310 Point
switch.matrix-27
GRN-YEL
WHT-ORN
CPU Board
conflicted
28
Left Slingshot
switch.matrix-28
slingshot.left
GRN-YEL
WHT-YEL
CPU Board
conflicted
29
Right Slingshot
switch.matrix-29
slingshot.right
GRN-YEL
WHT-GRN
CPU Board
conflicted
30
Left Flipper EOS
switch.matrix-30
flipper.left.eos
GRN-YEL
WHT-BLU
CPU Board
conflicted
31
Right Flipper EOS
switch.matrix-31
flipper.right.eos
GRN-YEL
WHT-VIO
CPU Board
conflicted
32
Laser Kickback
switch.matrix-32
kickback
GRN-YEL
WHT-GRY
CPU Board
conflicted
33
Left Return
switch.matrix-33
GRN-BLK
WHT-BRN
CPU Board
validated
34
Right Return
switch.matrix-34
GRN-BLK
WHT-RED
CPU Board
validated
35
Right Outlane
switch.matrix-35
GRN-BLK
WHT-ORN
CPU Board
validated
36
Drop 1
switch.matrix-36
drop-bank.position-1
GRN-BLK
WHT-YEL
CPU Board
validated
37
Drop 2
switch.matrix-37
drop-bank.position-2
GRN-BLK
WHT-GRN
CPU Board
validated
38
Drop 3
switch.matrix-38
drop-bank.position-3
GRN-BLK
WHT-BLU
CPU Board
validated
39
Drop 4
switch.matrix-39
drop-bank.position-4
GRN-BLK
WHT-VIO
CPU Board
validated
40
Drop 5
switch.matrix-40
drop-bank.position-5
GRN-BLK
WHT-GRY
CPU Board
validated
41
Kickbig 1 (Whitehouse)
switch.matrix-41
whitehouse.lock-1
GRN-BLU
WHT-BRN
CPU Board
conflicted
42
Kickbig 2 (Whitehouse)
switch.matrix-42
whitehouse.lock-2
GRN-BLU
WHT-RED
CPU Board
conflicted
43
Top Left Switch (Ramp)
switch.matrix-43
GRN-BLU
WHT-ORN
CPU Board
conflicted
44
Top Right Switch (Ramp)
switch.matrix-44
GRN-BLU
WHT-YEL
CPU Board
conflicted
45
310 Point Behind Drops
switch.matrix-45
GRN-BLU
WHT-GRN
CPU Board
conflicted
46
Outhole
switch.matrix-46
outhole
GRN-BLU
WHT-BLU
CPU Board
validated
47
Trough 1
switch.matrix-47
trough.position-1
GRN-BLU
WHT-VIO
CPU Board
validated
48
Trough 2
switch.matrix-48
trough.position-2
GRN-BLU
WHT-GRY
CPU Board
validated
49
Trough 3
switch.matrix-49
trough.position-3
GRN-VIO
WHT-BRN
CPU Board
validated
50
Star Rollover
switch.matrix-50
GRN-VIO
WHT-RED
CPU Board
validated
51
Unused Switch 51
switch.matrix-51
GRN-VIO
WHT-ORN
CPU Board
validated
52
Up Post
switch.matrix-52
up-post.position-down
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

18
18 shown
# Name Device ID Kind Wiring Evidence
10
Left/Right Coil Relay
coil.driver-10 Relay
Q29
CPU Board / MRB
validated
14
Post
coil.driver-14 Coil
Q25
CPU Board / MRB
validated
15
Laser Kickback relay and coil
coil.driver-15 Coil
Q24
CPU Board / MRB
validated
16
Kickbig relay and coil
coil.driver-16 Coil
Q23
CPU Board / MRB
validated
17
Red Pop Bumper
coil.driver-17 Coil
Q11
CPU Board / MRB
conflicted
18
Clear Pop Bumper
coil.driver-18 Coil
Q9
CPU Board / MRB
conflicted
19
Blue Pop Bumper
coil.driver-19 Coil
Q8
CPU Board / MRB
conflicted
20
Left Slingshot
coil.driver-20 Coil
Q10
CPU Board / MRB
conflicted
21
Right Slingshot
coil.driver-21 Coil
Q12
CPU Board / MRB
conflicted
22
Unused SP6 Driver
coil.driver-22 Coil
Q13
CPU Board / MRB
conflicted
25
Ball Eater Down
coil.driver-25 Coil
Q46
CPU Board / MRB
conflicted
26
Outhole
coil.driver-26 Coil
Q45
CPU Board / MRB
conflicted
27
Eject Hole
coil.driver-27 Coil
Q44
CPU Board / MRB
conflicted
28
5-Bank Reset
coil.driver-28 Coil
Q43
CPU Board / MRB
conflicted
29
Unused 05R Driver
coil.driver-29 Coil
Q42
CPU Board / MRB
conflicted
30
Ball Eater Up
coil.driver-30 Coil
Q41
CPU Board / MRB
conflicted
31
Knocker
coil.driver-31 Coil
Q40
CPU Board / MRB
conflicted
32
Trough
coil.driver-32 Coil
Q39
CPU Board / MRB
conflicted

Flashers

11
11 shown
# Name Device ID Wiring Evidence
1
Top Left Red Hotdog / Left Red Marquee
coil.driver-1
Q46
CPU Board / MRB
conflicted
2
Top Left Yellow Hotdog / Left Yellow Marquee
coil.driver-2
Q45
CPU Board / MRB
conflicted
3
Blue Mars (backstop) / Blue Marquee
coil.driver-3
Q44
CPU Board / MRB
conflicted
4
Top Right Yellow Hotdog / Right Yellow Marquee
coil.driver-4
Q43
CPU Board / MRB
conflicted
5
Top Right Red Hotdog / Right Red Marquee
coil.driver-5
Q42
CPU Board / MRB
conflicted
6
White House / Backglass (2)
coil.driver-6
Q41
CPU Board / MRB
conflicted
7
Russian Embassy / Backglass (2)
coil.driver-7
Q40
CPU Board / MRB
conflicted
8
Shield, Clear Mars (backstop)
coil.driver-8
Q39
CPU Board / MRB
conflicted
9
KGB Hideout / Music Credits (Speaker panel)
coil.driver-9
Q30
CPU Board / MRB
validated
12
2 Spies (Backglass)
coil.driver-12
Q27
CPU Board / MRB
validated
13
Secret Service (Backglass)
coil.driver-13
Q26
CPU Board / MRB
conflicted

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
Spy Again
lamp.matrix-1
CPU Board
candidate
2
White House #2
lamp.matrix-2
CPU Board
candidate
3
Russian Embassy #2
lamp.matrix-3
CPU Board
conflicted
4
Jefferson Memorial #1 (Jackpot)
lamp.matrix-4
CPU Board
candidate
5
Jefferson Memorial #1 (Jackpot)
lamp.matrix-5
CPU Board
conflicted
6
"S" Lane
lamp.matrix-6
CPU Board
candidate
7
"P" Lane
lamp.matrix-7
CPU Board
candidate
8
"Y" Lane
lamp.matrix-8
CPU Board
candidate
9
Left Red Arrow
lamp.matrix-9
CPU Board
candidate
10
Left Red Circle
lamp.matrix-10
CPU Board
candidate
11
Center Red Circle
lamp.matrix-11
CPU Board
candidate
12
Right Red Circle
lamp.matrix-12
CPU Board
candidate
13
Right Red Arrow
lamp.matrix-13
CPU Board
candidate
14
Russian Embassy Green? Shield
lamp.matrix-14
CPU Board
conflicted
15
Russian Embassy Yellow Shield
lamp.matrix-15
CPU Board
conflicted
16
Russian Embassy Clear Shield
lamp.matrix-16
CPU Board
conflicted
17
Left Clear Arrow
lamp.matrix-17
CPU Board
candidate
18
Left Clear Circle
lamp.matrix-18
CPU Board
conflicted
19
Center Clear Circle
lamp.matrix-19
CPU Board
candidate
20
Right Clear Circle
lamp.matrix-20
CPU Board
candidate
21
Right Clear Arrow
lamp.matrix-21
CPU Board
candidate
22
All Scores Double
lamp.matrix-22
CPU Board
conflicted
23
Bonus Held
lamp.matrix-23
CPU Board
conflicted
24
Up Post
lamp.matrix-24
CPU Board
candidate
25
Left Blue Arrow
lamp.matrix-25
CPU Board
candidate
26
Left Blue Circle
lamp.matrix-26
CPU Board
candidate
27
Center Blue Circle
lamp.matrix-27
CPU Board
candidate
28
Right Blue Circle
lamp.matrix-28
CPU Board
candidate
29
Right Blue Arrow
lamp.matrix-29
CPU Board
candidate
30
Super Arrow
lamp.matrix-30
CPU Board
candidate
31
Left Spinner
lamp.matrix-31
CPU Board
candidate
32
Right Spinner
lamp.matrix-32
CPU Board
candidate
33
5-Bank Arrow 1
lamp.matrix-33
CPU Board
candidate
34
5-Bank Arrow 2
lamp.matrix-34
CPU Board
candidate
35
5-Bank Arrow 3
lamp.matrix-35
CPU Board
candidate
36
5-Bank Arrow 4
lamp.matrix-36
CPU Board
candidate
37
5-Bank Arrow 5
lamp.matrix-37
CPU Board
candidate
38
Bullet Target
lamp.matrix-38
CPU Board
candidate
39
Hotline (White House)
lamp.matrix-39
CPU Board
conflicted
40
Eject Green Shield
lamp.matrix-40
CPU Board
conflicted
41
5-Bank Green Shield
lamp.matrix-41
CPU Board
conflicted
42
5-Bank Orange Shield
lamp.matrix-42
CPU Board
conflicted
43
5-Bank Amber Shield
lamp.matrix-43
CPU Board
conflicted
44
5-Bank Clear Shield
lamp.matrix-44
CPU Board
conflicted
45
Eject Red Arrow
lamp.matrix-45
CPU Board
conflicted
46
Eject Clear Arrow
lamp.matrix-46
CPU Board
conflicted
47
Eject Blue Arrow
lamp.matrix-47
CPU Board
conflicted
48
Eject Amber Shield
lamp.matrix-48
CPU Board
conflicted
49
Laser Kickback
lamp.matrix-49
CPU Board
conflicted
50
Left Outlane Special
lamp.matrix-50
CPU Board
conflicted
51
Left Return Lane
lamp.matrix-51
CPU Board
conflicted
52
Right Return Lane
lamp.matrix-52
CPU Board
conflicted
53
Right Outlane Special
lamp.matrix-53
CPU Board
conflicted
54
1K Bonus
lamp.matrix-54
CPU Board
conflicted
55
2K Bonus
lamp.matrix-55
CPU Board
conflicted
56
4K Bonus
lamp.matrix-56
CPU Board
conflicted
57
8K Bonus
lamp.matrix-57
CPU Board
conflicted
58
16K Bonus
lamp.matrix-58
CPU Board
conflicted
59
32K Bonus
lamp.matrix-59
CPU Board
conflicted
60
64K Bonus
lamp.matrix-60
CPU Board
conflicted
61
2X
lamp.matrix-61
CPU Board
conflicted
62
3X
lamp.matrix-62
CPU Board
conflicted
63
4X
lamp.matrix-63
CPU Board
conflicted
64
5X
lamp.matrix-64
CPU Board
conflicted

General illumination

1
1 shown
# Name Device ID Wiring Evidence
11
General Illumination Relay
coil.driver-11
Q28
CPU Board / MRB
validated

Virtual & other outputs

19
19 shown
# Name Device ID Evidence
24
Unused Solenoid 24
coil.driver-24 validated
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 Right Flipper Power
coil.driver-45 conflicted
46
Synthetic Right Flipper Hold
coil.driver-46 conflicted
47
Synthetic Left Flipper Power
coil.driver-47 conflicted
48
Synthetic 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 BallStack initializes three occupied trough positions. Trough output 32 ejects the front ball at switch 47 through BallRelease toward the manual-plunger lane; balls advance toward switch 47.

Outhole feeder

mechanism.outhole

Kicker

Drain_Hit adds the ball to the retained BallStack. Its SolIn callback is output 26, the production-manual 02R Outhole coil, which transfers the ball into the three-position trough.

Drives
Senses

Top-right eject hole

mechanism.top-right-eject

Kicker

The retained saucer captures one ball at switch 19 and output 27 invokes its SolOut eject.

Two-position White House lock

mechanism.whitehouse-lock

Other

The retained VLock binds Trigger2/Kickbig1 to switch 41 and Trigger1/Kickbig2 to switch 42. Output 16 calls SolExit for the staged two-position lock. The production table describes one Kickbig relay/24-900 coil circuit; the table's two kicker objects model ball positions, not two printed coils.

Timed center up-post

mechanism.up-post

Other

Output 14 raises the post and clears the normally active down-position switch 52. The retained DrainPlug timer later lowers the post, restores switch 52, and disables itself; its exact real-machine dwell is not documented.

Drives
Senses

Left outlane laser kickback

mechanism.kickback

Kicker

Output 15 drives the retained plunger1 fire/pullback callback at the Laser Kickback lane. The production parts illustration identifies Kick Back Assembly 500-5000-00; switch 32 is the lane sensor.

Left slingshot

mechanism.left-slingshot

Kicker

The retained runtime pulses switch 28 and animates the sling. The production Coil Test explicitly pairs public 20 with SP4; a conflicting interpretation of pinned Data East source remains unresolved pending a public-output trace. Callback pulse timing and actuator placement are also unresolved.

Right slingshot

mechanism.right-slingshot

Kicker

The retained runtime pulses switch 29 and animates the sling. The production Coil Test explicitly pairs public 21 with SP5; a conflicting interpretation of pinned Data East source remains unresolved pending a public-output trace. Callback pulse timing and actuator placement are also unresolved.

Red pop bumper

mechanism.red-pop-bumper

Kicker

The retained runtime pulses switch 20. The production Coil Test explicitly pairs public 17 with SP1; a conflicting interpretation of pinned Data East source remains unresolved pending a public-output trace. The production schematics also correct the table's SP1 transistor to Q11. Callback pulse timing and actuator placement are unresolved.

Clear pop bumper

mechanism.clear-pop-bumper

Kicker

The retained runtime pulses switch 21. The production Coil Test explicitly pairs public 18 with SP2, and the production tables and schematic agree on the clear pop bumper circuit. A conflicting interpretation of pinned Data East source remains unresolved pending a public-output trace; callback pulse timing and actuator placement are also unresolved.

Blue pop bumper

mechanism.blue-pop-bumper

Kicker

The retained runtime pulses switch 22. The production Coil Test explicitly pairs public 19 with SP3, while the production schematics correct the table's SP3 transistor to Q8. A conflicting interpretation of pinned Data East source remains unresolved pending a public-output trace; callback pulse timing and actuator placement are also unresolved.

Lower-left flipper

mechanism.left-flipper

Other

PinMAME synthesizes left power/hold outputs and the retained left callback moves the lower-left flipper. Address 30 is printed as the physical Left Flipper EOS but is fed player-button state by FLIP3031; the production cabinet-button circuit is separate.

Lower-right and upper-right flippers

mechanism.right-flipper-pair

Other

PinMAME synthesizes shared right power/hold outputs and the retained right callback moves both the lower-right and upper-right flipper objects. The production table and schematic show two separate physical right coils but no separate upper-right EOS address. Address 31 is printed as physical Right Flipper EOS and is fed player-button state by FLIP3031.

Right spinner

mechanism.right-spinner

Rotary

A passive spinner pulses switch 17; it has no CPU actuator.

Left spinner

mechanism.left-spinner

Rotary

A passive spinner pulses switch 26; it has no CPU actuator.

Manual plunger and shooter lane

mechanism.manual-plunger

Other

The spring plunger is player-driven; launched balls traverse shooter-lane switch 9. 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

Pinned PinMAME groups four 03/88 drivers under root ssvc_a26: root 2.6, ssvc_b26 2.6 alternate sound, ssvc_e40 4.0 Europe, and ssvc_a42 4.2 alternate sound. All use INITGAMES11(ssvc, GEN_DE, de_dispAlpha2, FLIP3031, SNDBRD_DE1S, 0, 0). GEN_DE is Data East generation 0x1000, not Williams System 11 hardware. The definition now reuses 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 LibPinMAME states and must not invert them again. Independently, INITGAMES11 aggregate-initializes the per-game wpc.invSw mask with zeroes and pinned core.c copies that exact mask to the runtime switch matrix. Neither fact settles physical EOS polarity or the unresolved three-flipper behavior.

de_dispAlpha2 has exactly four entries: two seven-character 16-segment player rows beginning at segment 1 and 9, followed by two seven-character numeric rows beginning at 21 and 29. Unlike Data East's Alpha1 layout, it contains no credit/match or ball-in-play display entries. The definition therefore enumerates four displays and gives each a controlled cabinet/backbox not_applicable spatial record.

Address model

The definition enumerates every switch and lamp address 1-64, Data East service switches -7/-6, Jumper W7 at DIP address 0, and all public solenoids 1-50 exposed when custSol=0. Switches 30 and 31 are printed as Left and Right Flipper EOS contacts. PinMAME's FLIP3031 feeds player-button state into those EOS-numbered addresses; the production cabinet schematic independently shows separate high-current flipper-button circuits, so the controller-facing and physical meanings remain a first-class conflict.

The production manual numbers eight shared-transistor pairs as 01L-08L and 01R-08R around the Left/Right relay at output 10. The operator numbering plus retained runtime place L flashers at public 1-8 and R mechanisms at public 25-32. Pinned s11.c, however, types only output 9 and muxed public 25-32 as #89 bulbs, GI at 11, and K1 at 10. That typing disagreement is preserved rather than choosing a silent correction.

Ball handling and moving assemblies

The retained script supplies real causal topology. A three-ball trough occupies switches 47-49 and ejects through output 32; switch 46/output 26 is the outhole feeder. Switch 19/output 27 is the top-right eject. Switches 36-40 form a five-drop bank reset by output 28. The KGB Hideout captures at switch 11, reports the down position on 12, lowers on output 25, raises/ejects on output 30, and starts with switch 12 active. The White House lock stages balls at switches 41/42 and exits through output 16. Output 14 raises the center post, clears normally active switch 52, and a table timer lowers it again. Output 15 drives the left-outlane kickback at switch 32.

The production parts page identifies Ramp Assembly 515-5068-00, Russian Embassy Assembly 515-5073-00, Flipper Assembly 515-5038-00, Kick Back Assembly 500-5000-00, White House Assembly 515-5072-00, and both spinner assemblies. Three physical flippers are printed: lower left, lower right and upper right. The retained right callback moves both right flippers together; no separate upper-right EOS address is printed.

Production maps SP1-SP5 to red/clear/blue pop bumpers and left/right slingshots, with SP6 unfitted, and the Coil Test explicitly numbers SP1-SP6 as public 17-22. The structured mechanisms therefore bind red pop 17, clear pop 18, blue pop 19, left sling 20, and right sling 21; public 22 is the unfitted SP6 physical driver. Pinned s11.c PIA comments plus setSSSol's Data East offsets can be read as a conflicting SP1, SP3, SP4, SP6, SP5, SP2 public order, so all six mappings remain conflicted pending a LibPinMAME trace. The retained script has no SolCallback for these switch-triggered outputs, leaving pulse timing and actuator placement unresolved too.

This is an explicit exception to the repository runbook's former unconditional Data East permutation rule and to the working source-derived contracts in the merged Playboy, Time Machine, and Torpedo Alley definitions. Those siblings do not carry Secret Service's game-specific Coil Test pairing each public number with an SP identity. The runbook now conditions the source-derived rule on the available primary evidence; it does not resolve the cross-game disagreement, and a LibPinMAME trace remains mandatory.

The Coil Identification Table prints SP1/SP3/SP4 at Q8/Q10/Q11, while both production schematic views assign those circuits to Q11/Q8/Q10. Structured wiring.driver_transistor values follow the agreeing schematics; the literal table cells remain in the coil excerpt and each affected output note.

Lamp and spatial evidence

The retained header is UseSolenoids=2, UseLamps=0, UseGI=0. It contains neither Lampz.MassAssign nor vpmMapLights; instead LampTimer consumes Controller.ChangedLamps and UpdateLamps calls NFadeL/NFadeLm. Exactly 64 Light objects are named L1 through L64. Those names support candidate visual coordinates only, not observed physical ROM-to-socket bindings. L22a and L39a/L39b are additional render emitters, not extra addresses.

Active SolCallback(1) through (9) route to pseudo-lamps 101-109. UpdateLamps exposes multiple visual emitters for 103 and 108, no visual object for 107, and several helper pairs for the others. Whole-line-commented callbacks 12 and 13 are stripped before attribution; they supply no coordinate. The nine extracted Flasher gameitems are ball-shadow/general render effects and are not treated as controller-output emitters. Exact bounds are 0,0 to 952,2162 and normalized as x/952, y/2162.

Outputs 6 and 7 print a White House or Russian Embassy playfield feature plus a backglass emitter, and output 9 prints KGB Hideout plus Music Credits on the speaker panel. The retained table supplies at most one visual proxy for each mixed-location pair and none for 7, so all three omit spatial rather than turning missing table objects into a cabinet-only verdict. Output 13 also omits spatial: its detailed row says Secret Service (Backglass), but the conflicting Coil Test adds Clear Mars, whose physical plane and socket are unresolved.

Manual conflicts and limits

The retained production manual has zero extractable characters. PDF pages 20-25 were freshly rendered at 400 dpi and read cell-by-cell; page 28 supplied construction parts. Schematic pages 30 and 32-34 were rendered at 300 dpi and visually checked for cabinet controls, switch and lamp matrices, driver routing, special coils, and flipper wiring.

The production switch matrix and following list differ at addresses 3, 11-13, 18, 25, 27-32, 41-45; this includes the material Left Kickback/Laser Kickback disagreement at 32, not just the 10 Point/310 Point rows. Its lamp matrix and playfield-lamp list disagree at many addresses, including 5, 14-18 and 39-48; both complete readings are committed. The production Coil Identification Table literally prints BIU-YEL for the right-flipper power lead while the production wiring diagram labels CN3 pin 6 BLU-YEL. Production Coil Test also adds Clear Mars to output 13 where the detailed production table does not. Every disagreement remains a conflict with source-specific wording.

Failure modes and what would complete the record

Likely service checks follow the proven topology: balls can jam across the three trough positions, the two White House lock positions, top-right eject, and KGB eater; the five-bank must return all targets; the up-post timer must restore its down switch; and the relay/coil compounds for kickback and Kickbig each include a 24 V relay plus 24-900 coil. Exact pulse widths, post dwell on hardware, special-solenoid public callbacks/timing, and flipper/EOS polarity were not captured and must not be invented.

Completion needs a PinMAME/controller trace across both L/R relay states, public-output and pulse-timing observation of outputs 17-22 while their switches fire, bench capture of button/EOS and three-flipper behavior, and a socket-address survey of the original playfield/back panel including GI. Until then the record remains partial.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
ssvc_e40Secret Service (4.0 Europe)
European 4.0 program ROMs ssvce4-0.b5/c5 with original sssndf7.rom sound; same physical GameData and display layout.
1988ssvc_a26compatible
ssvc_b26Secret Service (2.6, alternate sound)
Same 2.6 program ROMs and physical GameData as the root; alternate sssndf7b.rom sound program.
1988ssvc_a26compatible
ssvc_a42Secret Service (4.2, alternate sound)
4.2 program ROMs ss-b5.256/ss-c5.256 and alternate sssndf7b.rom sound; same physical GameData and display layout.
1988ssvc_a26compatible
ssvc_a26Secret Service (2.6)
Root 03/88 revision. Program ROMs ssvc2-6.b5 and ssvc2-6.c5; original sssndf7.rom sound program.
1988identical

Parent set: ssvc_a26 — clones share this definition unless a hardware difference is noted.

Evidence

Every claim above traces to one of these. When they disagree: a known-working VPX script wins on controller addresses and causality, the manual wins on wiring and construction, pinned PinMAME wins on emulator routing and display layout.

  • PinMAME catalog

    BSD-3-Clause

    pinmame.catalog.4ec52ff0ac13

    catalog/pinmame.json entries ssvc_a26, ssvc_b26, ssvc_e40 and ssvc_a42

    by
    PinMAME development team and contributors
    rev
    4ec52ff0ac13
  • PinMAME source

    BSD-3-Clause

    pinmame.core.4ec52ff0ac13

    Source locations

    src/wpc/degames.c INITGAMES11(ssvc, GEN_DE, de_dispAlpha2, FLIP3031, SNDBRD_DE1S, 0, 0), ROM definitions and four-entry display layout; src/wpc/core.c copies the zero-initialized wpc.invSw mask; src/wpc/s11.c lines 537-554 apply Data East ssSolNo={3,4,5,1,0,2}, lines 618-623 bind handler indices 0-5, and PIA comments at lines 714-715, 737-738, and 746-747 label those handlers SP6, SP5, SP2, SP3, SP1, and SP4. Treating those comments as physical identities conflicts with the manual's explicit public 17-22/SP1-SP6 Coil Test ordering, so the manual ordering is retained pending a LibPinMAME trace. Secret Service modulation typing/mux plus s11.h and core.h provide the remaining addressing contract

    src/wpc/degames.csrc/wpc/core.csrc/wpc/s11.c:537lines 537-554 apply Data East ssSolNo={3,4,5,1,0,2}, lines 618-623 bind handler indices 0-5, and PIA comments at lines 714-715, 737-738, and 746-747 label those handlers SP6, SP5, SP2, SP3, SP1, and SP4. Treating those comments as physical identities conflicts with the manual's explicit public 17-22/SP1-SP6 Coil Test ordering, so the manual ordering is retained pending a LibPinMAME trace. Secret Service modulation typing/mux plus s11
    by
    PinMAME development team and contributors
    rev
    4ec52ff0ac13
  • Operator manual

    Copyright Data East; Archive.org item supplies no license

    manual.data-east.secret-service.1988

    Source locations

    Archive.org item Data_East__Secret_Service_Manual, file Data_East_1988_Secret_Service_Manual.pdf, retained at external:pinmame-manuals/by-machine/data-east.secret-service.1988/archive-org/Data_East_1988_Secret_Service_Manual.pdf. PDF pages 20-25 and 28 were read at 400 dpi; schematic pages 30, 32-34 were read at 300 dpi.

    by
    Data East Pinball, Inc.; archived by wouterdevlieger@gmail.com from IPDB
    sha256
    f2d9c030951d…
  • VPX table

    Community table; redistribution terms not supplied

    vpx-table.secret-service-bigus-mod-1-1

    vpxtool git:0561bb4; 830 extracted gameitem files; exact playfield bounds (0,0)-(952,2162)

    external:pinmame-vpx-sources/data-east/secret-service-1988/Secret Service (Data East 1988)_Bigus(MOD)1.1.vpx
    by
    Bigus MOD 1.1 and credited table contributors
    rev
    Bigus MOD 1.
    sha256
    5d724f84cfd2…
  • VPX script

    Community script; redistribution terms not supplied

    vpx-script.secret-service-bigus-mod-1-1

    cGameName ssvc_a26; UseSolenoids=2, UseLamps=0, UseGI=0; custom ChangedLamps/NFadeL loop; active SolCallback lines after whole-line comment stripping; ball-stack, eject, eater, lock, drop-bank, post, kickback and flipper causality

    external:pinmame-vpx-sources/data-east/secret-service-1988/vpxtool-extract/script.vbs
    by
    Secret Service table script contributors
    rev
    table script
    sha256
    b49f27dd97ad…
  • VPX table

    vpx-extraction.secret-service-bigus-mod-1-1

    Source locations

    972 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 5c80483c2010460c736a8d2e91ef887a72766f08b98fbf939e8abb727aae68ce

    tools/seeds/data-east/secret-service-1988-extraction-manifest.json
    rev
    vpxtool git:
    sha256
    6bd34670c2b4…
  • Human review

    human-review.secret-service-production-renders

    Exact retained PDF pages 20-25 and 28 freshly rendered with Poppler 25.12.0 at 400 dpi and read cell-by-cell on 2026-08-08; schematic pages 30 and 32-34 rendered at 300 dpi and visually reviewed on 2026-08-09. No OCR/text layer was used.

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.

Same platform