Quicksilver

Partial

Stern1980STERNstern.quicksilver.1980

Wire it up

what an authoring tool needs first
Bind this ROM
quicksil

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

Controller platform
pinmame.stern

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

No display inventory recorded yet.

Address space
Switches
4–40 (33)
Solenoids
6–19 (8)
Lamps
1–63 (48)

Coverage

Partial

Real evidence exists, but authoring requirements are still missing or in conflict. Verify before shipping a table.

Catalog Identity
observed
Address Enumeration
candidate
Semantic Naming
candidate
Physical Wiring
candidate
Mechanisms
unknown
Variant Coverage
candidate
Recreation Knowledge
candidate
Still missing · 13
IdentityController PlatformInput EnumerationInput SemanticsOutput EnumerationOutput SemanticsDisplay InventoryMechanism InventoryMechanism BehaviorPolarityVariant DifferencesRecreation NotesProvenance

Switches

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

33 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
Hover or tap an address to identify it.
33 shown
# Name Device ID Evidence
4
Right Spinner
switch.right-spinner candidate
5
Left Spinner
switch.left-spinner candidate
7
Tilt (Plumb Bob)NC
switch.tilt-plumb-bob candidate
9
Top Bumper
switch.top-bumper candidate
10
Middle Bumper
switch.middle-bumper candidate
11
Bottom Bumper
switch.bottom-bumper candidate
14
Standup Target (Upper Left Area)
switch.standup-target-upper-left-area candidate
15
Standup Target (Upper Center Area)
switch.standup-target-upper-center-area candidate
16
Standup Target (Upper Right Area)
switch.standup-target-upper-right-area candidate
17
Rollover / Wire Trigger (Top Lane 1)
switch.rollover-wire-trigger-top-lane-1 candidate
18
Rollover / Wire Trigger (Top Lane 2)
switch.rollover-wire-trigger-top-lane-2 candidate
19
Rollover / Wire Trigger (Top Lane 3)
switch.rollover-wire-trigger-top-lane-3 candidate
20
Left Slingshot / Rollover
switch.left-slingshot-rollover candidate
21
Green Drop Target 1 / Right Slingshot
switch.green-drop-target-1-right-slingshot candidate
22
Green Drop Target 2
switch.green-drop-target-2 candidate
23
Green Drop Target 3
switch.green-drop-target-3 candidate
24
Green Drop Target 4
switch.green-drop-target-4 candidate
25
Standup Target (Right Area 1)
switch.standup-target-right-area-1 candidate
26
Standup Target (Right Area 2)
switch.standup-target-right-area-2 candidate
27
Standup Target (Right Area 3)
switch.standup-target-right-area-3 candidate
28
Star Rollover / Trigger
switch.star-rollover-trigger candidate
29
Saucer / Kicker Hole
switch.saucer-kicker-hole candidate
30
Yellow Drop Target 1
switch.yellow-drop-target-1 candidate
31
Yellow Drop Target 2
switch.yellow-drop-target-2 candidate
32
Yellow Drop Target 3
switch.yellow-drop-target-3 candidate
33
Drain / Outhole
switch.drain-outhole candidate
34
Rollover / Wire Trigger
switch.rollover-wire-trigger candidate
35
Rollover / Wire Trigger
switch.rollover-wire-trigger.35 candidate
36
Rollover / Wire Trigger
switch.rollover-wire-trigger.36 candidate
37
Rollover / Wire Trigger
switch.rollover-wire-trigger.37 candidate
38
Scoring Rubber
switch.scoring-rubber candidate
39
Star Rollover / Trigger
switch.star-rollover-trigger.39 candidate
40
Standup Target
switch.standup-target candidate

Controlled devices

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

Coils, magnets & motors

8
8 shown
# Name Device ID Evidence
6
Knocker
device.knocker candidate
7
Green Drop Target Bank Reset
device.green-drop-target-bank-reset candidate
8
Yellow Drop Target Bank Reset
device.yellow-drop-target-bank-reset candidate
9
Saucer / Kicker Eject
device.saucer-kicker-eject candidate
10
Outhole / Ball Release
device.outhole-ball-release candidate
16
Right Flipper
device.flipper-lower-right candidate
18
Left Flipper
device.flipper-lower-left candidate
19
Flipper Relay (Enable)
device.flipper-relay-enable candidate

Lamps

48

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.
48 shown
# Name Device ID Evidence
1
outputs 1
lamp.outputs-1 candidate
2
outputs 2
lamp.outputs-2 candidate
3
outputs 3
lamp.outputs-3 candidate
4
outputs 4
lamp.outputs-4 candidate
5
outputs 5
lamp.outputs-5 candidate
7
outputs 7
lamp.outputs-7 candidate
8
outputs 8
lamp.outputs-8 candidate
9
outputs 9
lamp.outputs-9 candidate
11
Shoot Again
lamp.shoot-again candidate
12
outputs 12
lamp.outputs-12 candidate
13
High Score To Date
lamp.high-score-to-date candidate
14
outputs 14
lamp.outputs-14 candidate
17
outputs 17
lamp.outputs-17 candidate
18
outputs 18
lamp.outputs-18 candidate
19
outputs 19
lamp.outputs-19 candidate
20
outputs 20
lamp.outputs-20 candidate
21
outputs 21
lamp.outputs-21 candidate
22
outputs 22
lamp.outputs-22 candidate
23
outputs 23
lamp.outputs-23 candidate
24
outputs 24
lamp.outputs-24 candidate
28
outputs 28
lamp.outputs-28 candidate
30
outputs 30
lamp.outputs-30 candidate
31
outputs 31
lamp.outputs-31 candidate
33
outputs 33
lamp.outputs-33 candidate
34
outputs 34
lamp.outputs-34 candidate
35
outputs 35
lamp.outputs-35 candidate
36
outputs 36
lamp.outputs-36 candidate
37
outputs 37
lamp.outputs-37 candidate
38
outputs 38
lamp.outputs-38 candidate
39
outputs 39
lamp.outputs-39 candidate
40
outputs 40
lamp.outputs-40 candidate
44
outputs 44
lamp.outputs-44 candidate
45
Game Over
lamp.game-over candidate
46
outputs 46
lamp.outputs-46 candidate
47
outputs 47
lamp.outputs-47 candidate
49
outputs 49
lamp.outputs-49 candidate
50
outputs 50
lamp.outputs-50 candidate
51
outputs 51
lamp.outputs-51 candidate
52
outputs 52
lamp.outputs-52 candidate
53
outputs 53
lamp.outputs-53 candidate
54
outputs 54
lamp.outputs-54 candidate
55
outputs 55
lamp.outputs-55 candidate
56
outputs 56
lamp.outputs-56 candidate
59
outputs 59
lamp.outputs-59 candidate
60
outputs 60
lamp.outputs-60 candidate
61
Tilt
lamp.tilt candidate
62
outputs 62
lamp.outputs-62 candidate
63
Match
lamp.match candidate

Recreation notes

Working knowledge that has no schema field yet — edition differences, tuning values, pitfalls.

Coverage
partial - source-derived recreation knowledge requiring validation

Overview

Legacy evidence identifies this candidate as Stern (1980). The information below is preserved for recreation work but is not automatically treated as validated physical-machine fact.

Playfield devices

Switch, lamp/GI, and controlled-device candidates are in the adjacent machine definition. Source-specific implementation notes are retained below.

Custom mechanisms

No custom mechanism conclusion has been validated. Manuals, schematics, PinMAME source, and gameplay evidence still need to be checked.

Ball-state transitions

Ball paths, trough ordering, locks, kickouts, and causal transitions have not yet been normalized. Relevant source notes follow under Evidence notes.

Controller interactions

Controller callbacks and bindings are candidate evidence only until reconciled against PinMAME and physical documentation.

Service and setup information

Unknown; locate operator/service documentation.

Timing and tuning observations

Source timing values may describe a particular VPX implementation rather than physical hardware and require review.

Recreation guidance

Do not treat this partial definition as a complete authoring specification. Resolve every coverage requirement and conflict before promotion.

Evidence notes

  • games/quicksilver.json#/switches/0._note: vpmTimer.PulseSw 4 on each sw4_Spin event. Spinner with damping physics (sw4hit_Hit manages spin decay). VPX spinner object with animated BP_SpinR primitives.
  • games/quicksilver.json#/switches/1._note: vpmTimer.PulseSw 5 on each sw5_Spin event. Spinner with damping physics (sw5hit_Hit manages spin decay). VPX spinner object with animated BP_SpinL primitives.
  • games/quicksilver.json#/switches/2._note: vpmNudge.TiltSwitch=7. Sensitivity=5. TiltObj includes all 3 bumpers and both slingshots.
  • games/quicksilver.json#/switches/3._note: vpmTimer.PulseSw(9) from Bumper1_Hit. Animated ring via BP_Bumper1_Ring.
  • games/quicksilver.json#/switches/4._note: vpmTimer.PulseSw(10) from Bumper2_Hit. Animated ring via BP_Bumper2_Ring.
  • games/quicksilver.json#/switches/5._note: vpmTimer.PulseSw(11) from Bumper3_Hit. Animated ring via BP_Bumper3_Ring.
  • games/quicksilver.json#/switches/6._note: STHit 14 via StandupTarget class. VPX target sw14 with BM_sw14 primitive. Animated via Rothbauerw standup target system.
  • games/quicksilver.json#/switches/7._note: STHit 15 via StandupTarget class. VPX target sw15 with BM_sw15 primitive.
  • games/quicksilver.json#/switches/8._note: STHit 16 via StandupTarget class. VPX target sw16 with BM_sw16 primitive. Illuminated by lamp L54.
  • games/quicksilver.json#/switches/9._note: Controller.Switch(17) on/off from sw17_hit/sw17_unhit. Wire trigger with animated BP_sw17 primitives.
  • games/quicksilver.json#/switches/10._note: Controller.Switch(18) on/off from sw18_hit/sw18_unhit. Wire trigger with animated BP_sw18 primitives.
  • games/quicksilver.json#/switches/11._note: Controller.Switch(19) on/off from sw19_hit/sw19_unhit. Wire trigger with animated BP_sw19 primitives.
  • games/quicksilver.json#/switches/12._note: Dual-purpose switch. Fires from LeftSlingShot_Slingshot (PulseSw 20) AND from sw20 wire trigger (Controller.Switch(20) on/off). Wire trigger has BP_sw20 animation. Slingshot has sling correction physics (apophis SlingshotCorrection class).
  • games/quicksilver.json#/switches/13._note: Dual-purpose switch. Fires from DTHit 21 (green drop target bank, first target) AND from RightSlingShot_Slingshot (PulseSw 21). Drop target uses Rothbauerw DTAnimate system with BM_sw21 primitive. Slingshot has sling correction physics. Illuminated by lamps L52, L62.
  • games/quicksilver.json#/switches/14._note: DTHit 22 via DropTarget class. Green drop target bank, second target. BM_sw22 primitive. Illuminated by lamps L07, L23, L52, L62.
  • games/quicksilver.json#/switches/15._note: DTHit 23 via DropTarget class. Green drop target bank, third target. BM_sw23 primitive. Illuminated by lamps L07, L23, L52, L62.
  • games/quicksilver.json#/switches/16._note: DTHit 24 via DropTarget class. Green drop target bank, fourth target. BM_sw24 primitive. Illuminated by lamps L07, L23, L52, L62.
  • games/quicksilver.json#/switches/17._note: STHit 25 via StandupTarget class. VPX target sw25 with BM_sw25 primitive.
  • games/quicksilver.json#/switches/18._note: STHit 26 via StandupTarget class. VPX target sw26 with BM_sw26 primitive.
  • games/quicksilver.json#/switches/19._note: STHit 27 via StandupTarget class. VPX target sw27 with BM_sw27 primitive.
  • games/quicksilver.json#/switches/20._note: Controller.Switch(28) on/off from sw28_hit/sw28_unhit. Star trigger with BP_sw28 animation.
  • games/quicksilver.json#/switches/21._note: Controller.Switch(29)=1 on hit, cleared by bsKicker solenoid (sol 9). Manual ball position tracking via KickerBall29 variable with timer-based wiggle prevention. Ball reflection disabled while in saucer. Physical saucer implementation by Sixtoe.
  • games/quicksilver.json#/switches/22._note: DTHit 30 via DropTarget class. Yellow drop target bank, first target. DTBM_sw30 primitive.
  • games/quicksilver.json#/switches/23._note: DTHit 31 via DropTarget class. Yellow drop target bank, second target. DTBM_sw31 primitive.
  • games/quicksilver.json#/switches/24._note: DTHit 32 via DropTarget class. Yellow drop target bank, third target. DTBM_sw32 primitive.
  • games/quicksilver.json#/switches/25._note: Controller.Switch(33) on/off from Drain_Hit/Drain_UnHit. bsTrough.InitSw 0,33,0,0,0,0,0,0 — single outhole switch. bsTrough.Balls=1 (single ball game). bsTrough.addball on drain hit.
  • games/quicksilver.json#/switches/26._note: Controller.Switch(34) on/off from sw34_hit/sw34_unhit. Wire trigger with BP_sw34 animation.
  • games/quicksilver.json#/switches/27._note: Controller.Switch(35) on/off from sw35_hit/sw35_unhit. Wire trigger with BP_sw35 animation.
  • games/quicksilver.json#/switches/28._note: Controller.Switch(36) on/off from sw36_hit/sw36_unhit. Wire trigger with BP_sw36 animation.
  • games/quicksilver.json#/switches/29._note: Controller.Switch(37) on/off from sw37_hit/sw37_unhit. Wire trigger with BP_sw37 animation.
  • games/quicksilver.json#/switches/30._note: vpmTimer.PulseSw 38 from five separate VPX objects: sw38a, sw38b, sw38c, sw38d, sw38e. All pulse the same switch 38. Multiple rubber band segments that score on contact.
  • games/quicksilver.json#/switches/31._note: Controller.Switch(39) on/off from sw39_hit/sw39_unhit. Star trigger with BP_sw39 animation.
  • games/quicksilver.json#/switches/32._note: STHit 40 via StandupTarget class. VPX target sw40 with BM_sw40 primitive.
  • games/quicksilver.json#/coils/0._vbscript_callback: GreenDropsUp
  • games/quicksilver.json#/coils/0._inferred_type: drop_target_reset
  • games/quicksilver.json#/coils/0._note: SolCallback(7)='GreenDropsUp'. Raises drop targets sw21-24 via DTRaise calls. Comment says 'Sol4 Center Drop Target Bank' but assigned to sol 7.
  • games/quicksilver.json#/coils/1._vbscript_callback: YellowDropsUp
  • games/quicksilver.json#/coils/1._inferred_type: drop_target_reset
  • games/quicksilver.json#/coils/1._note: SolCallback(8)='YellowDropsUp'. Raises drop targets sw30-32 via DTRaise calls. Comment says 'Sol8 Right Drop Target Bank'.
  • games/quicksilver.json#/coils/2._vbscript_callback: bsKicker
  • games/quicksilver.json#/coils/2._inferred_type: ball_management
  • games/quicksilver.json#/coils/2._note: SolCallback(9)='bsKicker'. Comment says 'Sol13 Kicker Hole'. Ejects ball from sw29 saucer via KickBall function (angle 150, vel 15, velz 5, zlift 20). Clears Controller.Switch(29) indirectly.
  • games/quicksilver.json#/coils/3._vbscript_callback: bsTrough.SolOut
  • games/quicksilver.json#/coils/3._inferred_type: ball_management
  • games/quicksilver.json#/coils/3._note: SolCallback(10)='bsTrough.SolOut'. Comment says 'Sol14 Outhole, BallRelease'. Ejects ball from trough via BallRelease kicker (angle 90, force 5). Single-ball trough system.
  • games/quicksilver.json#/coils/4._vbscript_callback: SolKnocker
  • games/quicksilver.json#/coils/4._vbscript_name: SolKnocker
  • games/quicksilver.json#/coils/4._inferred_type: knocker
  • games/quicksilver.json#/coils/4._note: SolCallback(6)='SolKnocker' is COMMENTED OUT in the script. SolKnocker sub exists and calls KnockerSolenoid. Likely disabled for testing or sound reasons.
  • games/quicksilver.json#/coils/5._vbscript_callback: SolRFlipper
  • games/quicksilver.json#/coils/5._inferred_type: flipper
  • games/quicksilver.json#/coils/5._note: SolCallback(sLRFlipper)='SolRFlipper'. sLRFlipper=16 from Stern.VBS framework. nFozzy flipper implementation (RF.Fire on enable, RotateToStart on disable). Includes reflip detection and live catch via CheckLiveCatch.
  • games/quicksilver.json#/coils/6._vbscript_callback: SolLFlipper
  • games/quicksilver.json#/coils/6._inferred_type: flipper
  • games/quicksilver.json#/coils/6._note: SolCallback(sLLFlipper)='SolLFlipper'. sLLFlipper=18 from Stern.VBS framework. nFozzy flipper implementation (LF.Fire on enable, RotateToStart on disable). Includes reflip detection and live catch via CheckLiveCatch.
  • games/quicksilver.json#/coils/7._vbscript_callback: FlipperRelay
  • games/quicksilver.json#/coils/7._inferred_type: mechanism
  • games/quicksilver.json#/coils/7._note: SolCallback(19)='FlipperRelay' is COMMENTED OUT. Comment says 'Sol19 sEnable'. This is the flipper enable relay for early Stern games.
  • games/quicksilver.json#/lamps/0._note: vpmMapLights insert lamp. BL_L_L01 lightmap array.
  • games/quicksilver.json#/lamps/1._note: vpmMapLights insert lamp. BL_L_L02 lightmap array.
  • games/quicksilver.json#/lamps/2._note: vpmMapLights insert lamp. BL_L_L03 lightmap array.
  • games/quicksilver.json#/lamps/3._note: vpmMapLights insert lamp. BL_L_L04 lightmap array.
  • games/quicksilver.json#/lamps/4._note: vpmMapLights insert lamp. BL_L_L05 lightmap array.
  • games/quicksilver.json#/lamps/5._note: vpmMapLights insert lamp. BL_L_L07 lightmap array. Illuminates area near drop targets sw22-24.
  • games/quicksilver.json#/lamps/6._note: vpmMapLights insert lamp. BL_L_L08 lightmap array.
  • games/quicksilver.json#/lamps/7._note: vpmMapLights insert lamp. BL_L_L09 lightmap array.
  • games/quicksilver.json#/lamps/8._note: Backglass flasher lamp. Driven via LampCallback/UpdateMultipleLamps: Controller.Lamp(11) controls sa.state. Also has BL_L_L11 insert lightmap.
  • games/quicksilver.json#/lamps/9._note: vpmMapLights insert lamp. BL_L_L12 lightmap array.
  • games/quicksilver.json#/lamps/10._note: Backglass flasher lamp. Driven via LampCallback/UpdateMultipleLamps: Controller.Lamp(13) controls hstd.state.
  • games/quicksilver.json#/lamps/11._note: vpmMapLights insert lamp. BL_L_L14 lightmap array.
  • games/quicksilver.json#/lamps/12._note: vpmMapLights insert lamp. BL_L_L17 lightmap array.
  • games/quicksilver.json#/lamps/13._note: vpmMapLights insert lamp. BL_L_L18 lightmap array.
  • games/quicksilver.json#/lamps/14._note: vpmMapLights insert lamp. BL_L_L19 lightmap array.
  • games/quicksilver.json#/lamps/15._note: vpmMapLights insert lamp. BL_L_L20 lightmap array.
  • games/quicksilver.json#/lamps/16._note: vpmMapLights insert lamp. BL_L_L21 lightmap array.
  • games/quicksilver.json#/lamps/17._note: vpmMapLights insert lamp. BL_L_L22 lightmap array.
  • games/quicksilver.json#/lamps/18._note: vpmMapLights insert lamp. BL_L_L23 lightmap array. Illuminates area near drop targets sw22-24.
  • games/quicksilver.json#/lamps/19._note: vpmMapLights insert lamp. BL_L_L24 lightmap array.
  • games/quicksilver.json#/lamps/20._note: vpmMapLights insert lamp. BL_L_L28 lightmap array.
  • games/quicksilver.json#/lamps/21._note: vpmMapLights insert lamp. BL_L_L30 lightmap array.
  • games/quicksilver.json#/lamps/22._note: vpmMapLights insert lamp. BL_L_L31 lightmap array.
  • games/quicksilver.json#/lamps/23._note: vpmMapLights insert lamp. BL_L_L33 lightmap array.
  • games/quicksilver.json#/lamps/24._note: vpmMapLights insert lamp. BL_L_L34 lightmap array.
  • games/quicksilver.json#/lamps/25._note: vpmMapLights insert lamp. BL_L_L35 lightmap array.
  • games/quicksilver.json#/lamps/26._note: vpmMapLights insert lamp. BL_L_L36 lightmap array.
  • games/quicksilver.json#/lamps/27._note: vpmMapLights insert lamp. BL_L_L37 lightmap array.
  • games/quicksilver.json#/lamps/28._note: vpmMapLights insert lamp. BL_L_L38 lightmap array.
  • games/quicksilver.json#/lamps/29._note: vpmMapLights insert lamp. BL_L_L39 lightmap array.
  • games/quicksilver.json#/lamps/30._note: vpmMapLights insert lamp. BL_L_L40 lightmap array. Also illuminates Plas_Over plastic overlay.
  • games/quicksilver.json#/lamps/31._note: vpmMapLights insert lamp. BL_L_L44 lightmap array.
  • games/quicksilver.json#/lamps/32._note: Backglass flasher lamp. Driven via LampCallback/UpdateMultipleLamps: Controller.Lamp(45) controls go.state.
  • games/quicksilver.json#/lamps/33._note: vpmMapLights insert lamp. BL_L_L46 lightmap array.
  • games/quicksilver.json#/lamps/34._note: vpmMapLights insert lamp. BL_L_L47 lightmap array.
  • games/quicksilver.json#/lamps/35._note: vpmMapLights insert lamp. BL_L_L49 lightmap array.
  • games/quicksilver.json#/lamps/36._note: vpmMapLights insert lamp. BL_L_L50 lightmap array.
  • games/quicksilver.json#/lamps/37._note: vpmMapLights insert lamp. BL_L_L51 lightmap array.
  • games/quicksilver.json#/lamps/38._note: vpmMapLights insert lamp. BL_L_L52 lightmap array. Illuminates green drop target area (sw21-24).
  • games/quicksilver.json#/lamps/39._note: vpmMapLights insert lamp. BL_L_L53 lightmap array.
  • games/quicksilver.json#/lamps/40._note: vpmMapLights insert lamp. BL_L_L54 lightmap array. Illuminates standup target sw16 area.
  • games/quicksilver.json#/lamps/41._note: vpmMapLights insert lamp. BL_L_L55 lightmap array.
  • games/quicksilver.json#/lamps/42._note: vpmMapLights insert lamp. BL_L_L56 lightmap array.
  • games/quicksilver.json#/lamps/43._note: vpmMapLights insert lamp. BL_L_L59 lightmap array.
  • games/quicksilver.json#/lamps/44._note: vpmMapLights insert lamp. BL_L_L60 lightmap array.
  • games/quicksilver.json#/lamps/45._note: Backglass flasher lamp. Driven via LampCallback/UpdateMultipleLamps: Controller.Lamp(61) controls tilt.state.
  • games/quicksilver.json#/lamps/46._note: vpmMapLights insert lamp. BL_L_L62 lightmap array. Illuminates green drop target area (sw21-24).
  • games/quicksilver.json#/lamps/47._note: Backglass flasher lamp. Driven via LampCallback/UpdateMultipleLamps: Controller.Lamp(63) controls ma.state.
  • games/quicksilver.json#/_source/confidence_notes: High confidence extraction from VPW VBScript by MetaTed (with apophis, somatik, Sixtoe assistance). Platform detected as Stern pre-S11 era via LoadVPM '01560000','Stern.VBS',3.26. ROM name 'quicksic' from cGameName constant. Switches identified through multiple mechanisms: Controller.Switch() on/off calls for wire triggers and rollovers (sw17-20, sw28, sw29, sw33-37, sw39), vpmTimer.PulseSw for momentary switches (bumpers sw9-11, spinners sw4-5, slingshots sw20-21, scoring rubbers sw38), and custom STHit/DTHit class methods for standup targets (sw14-16, sw25-27, sw40) and drop targets (sw21-24, sw30-32). Trough is minimal single-ball cvpmBallStack design with bsTrough.InitSw using only sw33 as the outhole switch, with BallRelease kicker for eject (sol 10). No multi-ball trough stacking -- this is a 1980 Stern single-ball drain with bsTrough.Balls=1. Kicker/saucer at sw29 uses manual ball position tracking (KickerBall29 variable, timer-based wiggle prevention) with KickBall physics function for eject (sol 9 via bsKicker callback). Drop targets use elaborate Rothbauerw DTHit/DTAnimate class system with Controller.Switch(switchid)=1 on drop and =0 on raise. Green bank (sw21-24) reset by sol 7 (GreenDropsUp), yellow bank (sw30-32) reset by sol 8 (YellowDropsUp). Note sw20 is dual-purpose: fires from both LeftSlingShot_Slingshot event and sw20 wire trigger (Controller.Switch on/off). Similarly sw21 fires from RightSlingShot_Slingshot AND as green drop target 1. This likely reflects the actual Stern Quicksilver switch matrix where multiple playfield features share switch numbers. SolCallback(6)='SolKnocker' is commented out. SolCallback(19)='FlipperRelay' is commented out. Lamps use vpmMapLights with InsertLamps collection -- individual lamp IDs identified from VLM lightmap array names (BL_L_L01 through BL_L_L62). Five backglass flasher lamps handled via LampCallback/UpdateMultipleLamps: lamp 45 (Game Over), lamp 13 (High Score To Date), lamp 63 (Match), lamp 61 (Tilt), lamp 11 (Shoot Again) -- these drive VPX objects go, hstd, ma, tilt, sa respectively. GI is always on (UseGI=0, GI lights forced to state=1 at init). Flipper solenoids via Stern.VBS framework constants sLRFlipper and sLLFlipper (standard Stern values 16 and 18).

Unresolved questions

  • Is the I/O enumeration complete for every supported physical/controller variant?
  • Which inferred VPX behaviors reflect real hardware, and which are table-script conveniences?
  • Are all mechanism home states, sensors, motion constraints, and ball interactions documented?

Sources

  • legacy.game.quicksilver: games/quicksilver.json at the pinned migration revision.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
quicksicQuicksilver (Free Play & modified rules rev. 8.1) 2024quicksil
quicksibQuicksilver (Free Play & modified rules rev. 07D) 2021quicksil
quicksilQuicksilver 1980
quicksfpQuicksilver (Free Play) 1980quicksil

Parent set: quicksil — 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.

  • Legacy definition

    legacy.game.quicksilver

    games/quicksilver.json; origin=vbscript-agent-extracted

    by
    pinmame-game-defs contributors
    rev
    4ea106d08072
  • PinMAME catalog

    BSD-3-Clause

    pinmame.catalog.4ec52ff0ac13

    PinmameGetGames

    by
    PinMAME contributors
    rev
    4ec52ff0ac13

Something wrong or missing?

This definition still has 13 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.