High Speed

Partial

Williams1986SYSTEM-11williams.high-speed.1986

2 unresolved conflicts

  • High Speed has a third, upper-right flipper, but no source states which cabinet button fires it. The manual's Solenoid Table lists it as "Upper Flipper" with no Sol. No., no driver transistor and no CPU-board connection, giving it only its own playfield connector pins (Blk-Yel to 7J1-19 and 8P3-33) which sit between the left flipper's 8P3-32 and the right flipper's 8P3-34; the Solenoids/Flashers parts list repeats the bare name; and neither page names a side. Pinned PinMAME models no upper flipper at all for this driver, since hsGameData's hw.flippers is FLIP_SWNO(37,38) with no FLIP_SW or FLIP_SOL bit for either upper position, so public addresses 33-36 read as always zero and no third synthetic output exists. The only source that asserts anything is the retained known-working VPX table, whose SolRFlipper handler rotates RightFlipper and RightFlipper1 together, i.e. it assumes the upper-right flipper shares the lower-right flipper's button and coil circuit. That is plausible and matches the position -- the manual's own switch-locations drawing does place a third flipper bat on the right side of the playfield above the right hideout lane, and the Switches parts list has no third flipper-button row anywhere, so the coil must be fed from one of the two existing button circuits -- but it rests on a single community source. Resolution path: the Section 3 flipper-circuit schematic sheet (not transcribed here) or a photograph of an unrestored machine's 8P3 harness would show which button feed 8P3-33 is paralleled onto. Unresolved. mechanisms[id=mechanism.flippers]
  • The manual gives two different Coinco part numbers for the same coin-door lockout relay. The Solenoid Table (printed page 25) prints 404603-22 in its Solenoid Part No. column with note 2, "Solenoid 16 has a Coinco part number"; the Solenoids/Flashers parts list (printed page 34) prints 904218-696 with the annotation "Coin-Lockout Relay (Coinco p/n)". Both pages agree on the device, its address, its wiring (Brn-Gry, 1P12-9, 7P1-7 and 7P2-4, driver Q6) and that the part is Coinco's rather than Williams'; nothing in the manual or in the Amendments sheet reconciles the two numbers, and the retained table has no callback for the address. The definition records 404603-22, from the wiring table of record, and this conflict preserves the other. Authoring impact is nil -- the device is a cabinet coin-door relay with no playfield presence -- but a part number that two pages of one manual disagree about should not be presented as settled. Resolution path: a Williams parts catalogue or a Coinco cross-reference. Unresolved. outputs[binding.device=16]

Wire it up

what an authoring tool needs first
Bind this ROM
hs_l4

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

Controller platform
pinmame.system-11

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
  • SPEEDER 1 player score, seven 16-segment alphanumeric digits7×1
  • SPEEDER 2 player score, seven 16-segment alphanumeric digits7×1
  • SPEEDER 3 player score, seven 7-segment-plus-comma digits7×1
  • SPEEDER 4 player score, seven 7-segment-plus-comma digits7×1
  • BALL IN PLAY / MATCH, two small 7-segment digits at non-contiguous controller segment positions 0 and 82×1
  • Credits, two small 7-segment digits at non-contiguous controller segment positions 20 and 282×1
Address space
Switches
-7–64 (68)
Solenoids
1–50 (50)
Lamps
1–64 (64)
DIP
0–0 (1)
Cabinet & flipper inputs
1cabinet.tilt2cabinet.tilt3cabinet.service4cabinet.coin5cabinet.coin6cabinet.coin7cabinet.tilt8cabinet.service41cabinet.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

122 placements · 10 stacked · normalised player view · outline is nominal

29 Outhole · 1 Outhole410 Left Trough · 11 Center Trough · 12 Right Trough · 2 Ball Release13 Red Target (Lower Left Stoplight Bank)14 Yellow Target (Lower Left Stoplight Bank)15 Green Target (Lower Left Stoplight Bank)216 Eject Hole · 3 Eject Hole17 Red Target (Upper Left Stoplight Bank)18 Yellow Target (Upper Left Stoplight Bank)19 Green Target (Upper Left Stoplight Bank)20 Left Flipper Return Lane21 Right Flipper Return Lane22 Red Target (Right Stoplight Bank)23 Yellow Target (Right Stoplight Bank)24 Green Target (Right Stoplight Bank)25 Standup Target Arrow 126 Standup Target Arrow 227 Standup Target Arrow 328 Standup Target Arrow 429 Standup Target Arrow 530 Standup Target Arrow 631 Left Outlane32 Right Outlane233 Upper Left Jet Bumper · 21 Upper Left Jet Bumper234 Lower Left Jet Bumper · 20 Lower Left Jet Bumper235 Right Jet Bumper · 19 Right Jet Bumper36 Ball Shooter37 Left Flipper Lane Change (Engine Revs)38 Right Flipper Lane Change (Engine Revs)39 Upper Left Hideout240 Lower Left Hideout · 7 Left Hideout Coil42 Left Ramp43 Right Ramp44 Left Spinner45 Center Spinner46 Right Spinner47 Upper Right Hideout248 Lower Right Hideout · 8 Right Hideout Coil249 Left Kicker (scoring) · 17 Left Kicker250 Right Kicker (scoring) · 18 Right Kicker51 Left Star Rollover52 Right Star Rollover5 Left Blue Playfield Flashers6 Right Blue Playfield Flashers9 Left Red Flashers9 Left Red Flashers12 Right Red Flashers12 Right Red Flashers13 Ramp Gates14 Left Outlane Kickback22 Top Playfield Flashers22 Top Playfield Flashers3 Shoot Again / Drive Again4 Left Outlane Special5 Right Outlane Special7 Left Spinner 1000 Arrow8 Right Spinner 1000 Arrow9 20,000 Light Kickback9 20,000 Light Kickback10 Center Spinner 1000 Arrow11 Extra Ball (Eject Hole)12 Escape (Eject Hole)13 Red Light (Lower Left Target Bank)14 Yellow Light (Lower Left Target Bank)15 Green Light (Lower Left Target Bank)16 Kickback Arrow (Left Outlane)17 Red Light (Upper Left Target Bank)18 Yellow Light (Upper Left Target Bank)19 Green Light (Upper Left Target Bank)20 Left Freeway Arrow21 Right Freeway Arrow22 Red Light (Right Target Bank)23 Yellow Light (Right Target Bank)24 Green Light (Right Target Bank)25 Standup Target Arrow 126 Standup Target Arrow 227 Standup Target Arrow 328 Standup Target Arrow 429 Standup Target Arrow 530 Standup Target Arrow 631 Freeway Scores 25,00032 Freeway Scores 50,00033 Freeway Scores 75,00034 Freeway Scores 100,00035 Freeway Lights Extra Ball36 Ramp Earns Bonus X37 Ramp Earns Ramp Bonus38 Ramp Earns Getaway39 Ramp Earns Hideout40 Ramp Earns Hideout Jackpot41 Stoplights Light Escape (Center)45 Bonus 100046 Bonus 200047 Bonus 300048 Bonus 400049 Bonus 500050 Bonus 600051 Bonus 700052 Bonus 800053 Bonus 900054 Bonus 10,00055 Bonus 20,00056 Bonus 30,00057 Bonus 40,00058 Bonus 50,00059 Bonus 60,00060 Bonus 5X61 Bonus 4X62 Hold Bonus63 Bonus 3X64 Bonus 2X

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 playfield67
  • sensorsenses the ball43
  • effectmoves the ball12
  • nStackseveral devices in one spot10
118 devices shown

Not on the playfield28 virtual, 20 cabinet or service, 12 unused, 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
validated
Physical Wiring
validated
Mechanisms
validated
Variant Coverage
validated
Recreation Knowledge
validated
Still missing · 2
Spatial PlacementUnresolved Conflicts

Switches

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

68 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, -5, -4 — dedicated, diagnostic or flipper-column addresses. See the table below.

68 shown
# Name Device ID Role Wiring Evidence
-7
Advance (Diagnostic)
Button
switch.diagnostic-7
service.advance
validated
-6
Up/Down (Diagnostic)
Button
switch.diagnostic-6
service.updown
validated
-5
CPU Diagnostic (SW2)
Button
switch.diagnostic-5
service.cpu-diag
validated
-4
Sound Diagnostic (SW1)
Button
switch.diagnostic-4
service.sound-diag
validated
1
Plumb Bob Tilt
Tilt
switch.matrix-1
cabinet.tilt
1J8-1GRN-BRN
1J10-9WHT-BRN
System 11 CPU board
validated
2
Ball Roll Tilt
Tilt
switch.matrix-2
cabinet.tilt
1J8-1GRN-BRN
1J10-8WHT-RED
System 11 CPU board
validated
3
Credit Button
Button
switch.matrix-3
cabinet.service
1J8-1GRN-BRN
1J10-7WHT-ORN
System 11 CPU board
validated
4
Right Coin Chute
Other
switch.matrix-4
cabinet.coin
1J8-1GRN-BRN
1J10-6WHT-YEL
System 11 CPU board
validated
5
Center Coin Chute
Other
switch.matrix-5
cabinet.coin
1J8-1GRN-BRN
1J10-5WHT-GRN
System 11 CPU board
validated
6
Left Coin Chute
Other
switch.matrix-6
cabinet.coin
1J8-1GRN-BRN
1J10-3WHT-BLU
System 11 CPU board
validated
7
Slam Tilt
Tilt
switch.matrix-7
cabinet.tilt
1J8-1GRN-BRN
1J10-2WHT-VIO
System 11 CPU board
validated
8
High Score Reset
Button
switch.matrix-8
cabinet.service
1J8-1GRN-BRN
1J10-1WHT-GRY
System 11 CPU board
validated
9
Outhole
switch.matrix-9
1J8-2GRN-RED
1J10-9WHT-BRN
System 11 CPU board
validated
10
Left Trough
Microswitch
switch.matrix-10
1J8-2GRN-RED
1J10-8WHT-RED
System 11 CPU board
validated
11
Center Trough
Microswitch
switch.matrix-11
1J8-2GRN-RED
1J10-7WHT-ORN
System 11 CPU board
validated
12
Right Trough
Microswitch
switch.matrix-12
1J8-2GRN-RED
1J10-6WHT-YEL
System 11 CPU board
validated
13
Red Target (Lower Left Stoplight Bank)
Leaf
switch.matrix-13
1J8-2GRN-RED
1J10-5WHT-GRN
System 11 CPU board
validated
14
Yellow Target (Lower Left Stoplight Bank)
Leaf
switch.matrix-14
1J8-2GRN-RED
1J10-3WHT-BLU
System 11 CPU board
validated
15
Green Target (Lower Left Stoplight Bank)
Leaf
switch.matrix-15
1J8-2GRN-RED
1J10-2WHT-VIO
System 11 CPU board
validated
16
Eject Hole
switch.matrix-16
1J8-2GRN-RED
1J10-1WHT-GRY
System 11 CPU board
validated
17
Red Target (Upper Left Stoplight Bank)
Leaf
switch.matrix-17
1J8-3GRN-ORN
1J10-9WHT-BRN
System 11 CPU board
validated
18
Yellow Target (Upper Left Stoplight Bank)
Leaf
switch.matrix-18
1J8-3GRN-ORN
1J10-8WHT-RED
System 11 CPU board
validated
19
Green Target (Upper Left Stoplight Bank)
Leaf
switch.matrix-19
1J8-3GRN-ORN
1J10-7WHT-ORN
System 11 CPU board
validated
20
Left Flipper Return Lane
Leaf
switch.matrix-20
1J8-3GRN-ORN
1J10-6WHT-YEL
System 11 CPU board
validated
21
Right Flipper Return Lane
Leaf
switch.matrix-21
1J8-3GRN-ORN
1J10-5WHT-GRN
System 11 CPU board
validated
22
Red Target (Right Stoplight Bank)
Leaf
switch.matrix-22
1J8-3GRN-ORN
1J10-3WHT-BLU
System 11 CPU board
validated
23
Yellow Target (Right Stoplight Bank)
Leaf
switch.matrix-23
1J8-3GRN-ORN
1J10-2WHT-VIO
System 11 CPU board
validated
24
Green Target (Right Stoplight Bank)
Leaf
switch.matrix-24
1J8-3GRN-ORN
1J10-1WHT-GRY
System 11 CPU board
validated
25
Standup Target Arrow 1
Leaf
switch.matrix-25
1J8-4GRN-YEL
1J10-9WHT-BRN
System 11 CPU board
validated
26
Standup Target Arrow 2
Leaf
switch.matrix-26
1J8-4GRN-YEL
1J10-8WHT-RED
System 11 CPU board
validated
27
Standup Target Arrow 3
Leaf
switch.matrix-27
1J8-4GRN-YEL
1J10-7WHT-ORN
System 11 CPU board
validated
28
Standup Target Arrow 4
Leaf
switch.matrix-28
1J8-4GRN-YEL
1J10-6WHT-YEL
System 11 CPU board
validated
29
Standup Target Arrow 5
Leaf
switch.matrix-29
1J8-4GRN-YEL
1J10-5WHT-GRN
System 11 CPU board
validated
30
Standup Target Arrow 6
Leaf
switch.matrix-30
1J8-4GRN-YEL
1J10-3WHT-BLU
System 11 CPU board
validated
31
Left Outlane
Leaf
switch.matrix-31
1J8-4GRN-YEL
1J10-2WHT-VIO
System 11 CPU board
validated
32
Right Outlane
Leaf
switch.matrix-32
1J8-4GRN-YEL
1J10-1WHT-GRY
System 11 CPU board
validated
33
Upper Left Jet Bumper
Leaf
switch.matrix-33
1J8-5GRN-BLK
1J10-9WHT-BRN
System 11 CPU board
validated
34
Lower Left Jet Bumper
Leaf
switch.matrix-34
1J8-5GRN-BLK
1J10-8WHT-RED
System 11 CPU board
validated
35
Right Jet Bumper
Leaf
switch.matrix-35
1J8-5GRN-BLK
1J10-7WHT-ORN
System 11 CPU board
validated
36
Ball Shooter
Leaf
switch.matrix-36
1J8-5GRN-BLK
1J10-6WHT-YEL
System 11 CPU board
validated
37
Left Flipper Lane Change (Engine Revs)
Leaf
switch.matrix-37
1J8-5GRN-BLK
1J10-5WHT-GRN
System 11 CPU board
validated
38
Right Flipper Lane Change (Engine Revs)
Leaf
switch.matrix-38
1J8-5GRN-BLK
1J10-3WHT-BLU
System 11 CPU board
validated
39
Upper Left Hideout
switch.matrix-39
1J8-5GRN-BLK
1J10-2WHT-VIO
System 11 CPU board
validated
40
Lower Left Hideout
switch.matrix-40
1J8-5GRN-BLK
1J10-1WHT-GRY
System 11 CPU board
validated
41
Playfield Tilt
Tilt
switch.matrix-41
cabinet.tilt
1J8-7GRN-BLU
1J10-9WHT-BRN
System 11 CPU board
validated
42
Left Ramp
Leaf
switch.matrix-42
1J8-7GRN-BLU
1J10-8WHT-RED
System 11 CPU board
validated
43
Right Ramp
Leaf
switch.matrix-43
1J8-7GRN-BLU
1J10-7WHT-ORN
System 11 CPU board
validated
44
Left Spinner
Leaf
switch.matrix-44
1J8-7GRN-BLU
1J10-6WHT-YEL
System 11 CPU board
validated
45
Center Spinner
Leaf
switch.matrix-45
1J8-7GRN-BLU
1J10-5WHT-GRN
System 11 CPU board
validated
46
Right Spinner
Leaf
switch.matrix-46
1J8-7GRN-BLU
1J10-3WHT-BLU
System 11 CPU board
validated
47
Upper Right Hideout
switch.matrix-47
1J8-7GRN-BLU
1J10-2WHT-VIO
System 11 CPU board
validated
48
Lower Right Hideout
switch.matrix-48
1J8-7GRN-BLU
1J10-1WHT-GRY
System 11 CPU board
validated
49
Left Kicker (scoring)
Leaf
switch.matrix-49
1J8-8GRN-VIO
1J10-9WHT-BRN
System 11 CPU board
validated
50
Right Kicker (scoring)
Leaf
switch.matrix-50
1J8-8GRN-VIO
1J10-8WHT-RED
System 11 CPU board
validated
51
Left Star Rollover
Leaf
switch.matrix-51
1J8-8GRN-VIO
1J10-7WHT-ORN
System 11 CPU board
validated
52
Right Star Rollover
Leaf
switch.matrix-52
1J8-8GRN-VIO
1J10-6WHT-YEL
System 11 CPU board
validated
53
Not Used (Matrix Position 53)
switch.matrix-53
1J8-8GRN-VIO
1J10-5WHT-GRN
System 11 CPU board
validated
54
Not Used (Matrix Position 54)
switch.matrix-54
1J8-8GRN-VIO
1J10-3WHT-BLU
System 11 CPU board
validated
55
Not Used (Matrix Position 55)
switch.matrix-55
1J8-8GRN-VIO
1J10-2WHT-VIO
System 11 CPU board
validated
56
Not Used (Matrix Position 56)
switch.matrix-56
1J8-8GRN-VIO
1J10-1WHT-GRY
System 11 CPU board
validated
57
Not Used (Matrix Position 57)
switch.matrix-57
1J8-9GRN-GRY
1J10-9WHT-BRN
System 11 CPU board
validated
58
Not Used (Matrix Position 58)
switch.matrix-58
1J8-9GRN-GRY
1J10-8WHT-RED
System 11 CPU board
validated
59
Not Used (Matrix Position 59)
switch.matrix-59
1J8-9GRN-GRY
1J10-7WHT-ORN
System 11 CPU board
validated
60
Not Used (Matrix Position 60)
switch.matrix-60
1J8-9GRN-GRY
1J10-6WHT-YEL
System 11 CPU board
validated
61
Not Used (Matrix Position 61)
switch.matrix-61
1J8-9GRN-GRY
1J10-5WHT-GRN
System 11 CPU board
validated
62
Not Used (Matrix Position 62)
switch.matrix-62
1J8-9GRN-GRY
1J10-3WHT-BLU
System 11 CPU board
validated
63
Not Used (Matrix Position 63)
switch.matrix-63
1J8-9GRN-GRY
1J10-2WHT-VIO
System 11 CPU board
validated
64
Not Used (Matrix Position 64)
switch.matrix-64
1J8-9GRN-GRY
1J10-1WHT-GRY
System 11 CPU board
validated

Controlled devices

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

Coils, magnets & motors

15
15 shown
# Name Device ID Kind Role Wiring Evidence
1
Outhole
device.outhole Coil
Q33
System 11 CPU board
validated
2
Ball Release
device.ball-release Coil
Q25
System 11 CPU board
validated
3
Eject Hole
device.eject-hole Coil
Q32
System 11 CPU board
validated
4
Police Light Relay
device.police-light-relay Relay
cabinet.beacon
Q24
System 11 CPU board
validated
7
Left Hideout Coil
device.left-hideout-coil Coil
Q30
System 11 CPU board
validated
8
Right Hideout Coil
device.right-hideout-coil Coil
Q22
System 11 CPU board
validated
13
Ramp Gates
device.ramp-gates Coil
Q15
System 11 CPU board
validated
14
Left Outlane Kickback
device.left-outlane-kickback Coil
Q7
System 11 CPU board
validated
15
Knocker
device.knocker Coil
cabinet.knocker
Q14
System 11 CPU board
validated
16
Coin-Lockout Relay
device.coin-lockout-relay Relay
cabinet.coin-lockout
Q6
System 11 CPU board
validated
17
Left Kicker
device.left-kicker Coil
Q75
System 11 CPU board
validated
18
Right Kicker
device.right-kicker Coil
Q71
System 11 CPU board
validated
19
Right Jet Bumper
device.right-jet-bumper Coil
Q73
System 11 CPU board
validated
20
Lower Left Jet Bumper
device.lower-left-jet-bumper Coil
Q69
System 11 CPU board
validated
21
Upper Left Jet Bumper
device.upper-left-jet-bumper Coil
Q77
System 11 CPU board
validated

Flashers

6
6 shown
# Name Device ID Role Wiring Evidence
5
Left Blue Playfield Flashers
device.left-blue-playfield-flashers
Q31
System 11 CPU board
validated
6
Right Blue Playfield Flashers
device.right-blue-playfield-flashers
Q23
System 11 CPU board
validated
9
Left Red Flashers
device.left-red-flashers
Q17
System 11 CPU board
validated
10
Insert Board Flashers
device.insert-board-flashers
cabinet.backbox-flasher
Q9
System 11 CPU board
validated
12
Right Red Flashers
device.right-red-flashers
Q8
System 11 CPU board
validated
22
Top Playfield Flashers
device.top-playfield-flashers
Q79
System 11 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 Role Wiring Evidence
1
Game Over
lamp.matrix-1
cabinet.backglass-indicator
column driver Q66, row driver Q80
System 11 CPU board
validated
2
Match
lamp.matrix-2
cabinet.backglass-indicator
column driver Q66, row driver Q81
System 11 CPU board
validated
3
Shoot Again / Drive Again
lamp.matrix-3
column driver Q66, row driver Q82
System 11 CPU board
validated
4
Left Outlane Special
lamp.matrix-4
column driver Q66, row driver Q83
System 11 CPU board
validated
5
Right Outlane Special
lamp.matrix-5
column driver Q66, row driver Q84
System 11 CPU board
validated
6
Ball In Play
lamp.matrix-6
cabinet.backglass-indicator
column driver Q66, row driver Q85
System 11 CPU board
validated
7
Left Spinner 1000 Arrow
lamp.matrix-7
column driver Q66, row driver Q86
System 11 CPU board
validated
8
Right Spinner 1000 Arrow
lamp.matrix-8
column driver Q66, row driver Q87
System 11 CPU board
validated
9
20,000 Light Kickback
lamp.matrix-9
column driver Q64, row driver Q80
System 11 CPU board
validated
10
Center Spinner 1000 Arrow
lamp.matrix-10
column driver Q64, row driver Q81
System 11 CPU board
validated
11
Extra Ball (Eject Hole)
lamp.matrix-11
column driver Q64, row driver Q82
System 11 CPU board
validated
12
Escape (Eject Hole)
lamp.matrix-12
column driver Q64, row driver Q83
System 11 CPU board
validated
13
Red Light (Lower Left Target Bank)
lamp.matrix-13
column driver Q64, row driver Q84
System 11 CPU board
validated
14
Yellow Light (Lower Left Target Bank)
lamp.matrix-14
column driver Q64, row driver Q85
System 11 CPU board
validated
15
Green Light (Lower Left Target Bank)
lamp.matrix-15
column driver Q64, row driver Q86
System 11 CPU board
validated
16
Kickback Arrow (Left Outlane)
lamp.matrix-16
column driver Q64, row driver Q87
System 11 CPU board
validated
17
Red Light (Upper Left Target Bank)
lamp.matrix-17
column driver Q62, row driver Q80
System 11 CPU board
validated
18
Yellow Light (Upper Left Target Bank)
lamp.matrix-18
column driver Q62, row driver Q81
System 11 CPU board
validated
19
Green Light (Upper Left Target Bank)
lamp.matrix-19
column driver Q62, row driver Q82
System 11 CPU board
validated
20
Left Freeway Arrow
lamp.matrix-20
column driver Q62, row driver Q83
System 11 CPU board
validated
21
Right Freeway Arrow
lamp.matrix-21
column driver Q62, row driver Q84
System 11 CPU board
validated
22
Red Light (Right Target Bank)
lamp.matrix-22
column driver Q62, row driver Q85
System 11 CPU board
validated
23
Yellow Light (Right Target Bank)
lamp.matrix-23
column driver Q62, row driver Q86
System 11 CPU board
validated
24
Green Light (Right Target Bank)
lamp.matrix-24
column driver Q62, row driver Q87
System 11 CPU board
validated
25
Standup Target Arrow 1
lamp.matrix-25
column driver Q60, row driver Q80
System 11 CPU board
validated
26
Standup Target Arrow 2
lamp.matrix-26
column driver Q60, row driver Q81
System 11 CPU board
validated
27
Standup Target Arrow 3
lamp.matrix-27
column driver Q60, row driver Q82
System 11 CPU board
validated
28
Standup Target Arrow 4
lamp.matrix-28
column driver Q60, row driver Q83
System 11 CPU board
validated
29
Standup Target Arrow 5
lamp.matrix-29
column driver Q60, row driver Q84
System 11 CPU board
validated
30
Standup Target Arrow 6
lamp.matrix-30
column driver Q60, row driver Q85
System 11 CPU board
validated
31
Freeway Scores 25,000
lamp.matrix-31
column driver Q60, row driver Q86
System 11 CPU board
validated
32
Freeway Scores 50,000
lamp.matrix-32
column driver Q60, row driver Q87
System 11 CPU board
validated
33
Freeway Scores 75,000
lamp.matrix-33
column driver Q58, row driver Q80
System 11 CPU board
validated
34
Freeway Scores 100,000
lamp.matrix-34
column driver Q58, row driver Q81
System 11 CPU board
validated
35
Freeway Lights Extra Ball
lamp.matrix-35
column driver Q58, row driver Q82
System 11 CPU board
validated
36
Ramp Earns Bonus X
lamp.matrix-36
column driver Q58, row driver Q83
System 11 CPU board
validated
37
Ramp Earns Ramp Bonus
lamp.matrix-37
column driver Q58, row driver Q84
System 11 CPU board
validated
38
Ramp Earns Getaway
lamp.matrix-38
column driver Q58, row driver Q85
System 11 CPU board
validated
39
Ramp Earns Hideout
lamp.matrix-39
column driver Q58, row driver Q86
System 11 CPU board
validated
40
Ramp Earns Hideout Jackpot
lamp.matrix-40
column driver Q58, row driver Q87
System 11 CPU board
validated
41
Stoplights Light Escape (Center)
lamp.matrix-41
column driver Q56, row driver Q80
System 11 CPU board
validated
42
Red Light (Ramp Stoplight)
lamp.matrix-42
column driver Q56, row driver Q81
System 11 CPU board
validated
43
Yellow Light (Ramp Stoplight)
lamp.matrix-43
column driver Q56, row driver Q82
System 11 CPU board
validated
44
Green Light (Ramp Stoplight)
lamp.matrix-44
column driver Q56, row driver Q83
System 11 CPU board
validated
45
Bonus 1000
lamp.matrix-45
column driver Q56, row driver Q84
System 11 CPU board
validated
46
Bonus 2000
lamp.matrix-46
column driver Q56, row driver Q85
System 11 CPU board
validated
47
Bonus 3000
lamp.matrix-47
column driver Q56, row driver Q86
System 11 CPU board
validated
48
Bonus 4000
lamp.matrix-48
column driver Q56, row driver Q87
System 11 CPU board
validated
49
Bonus 5000
lamp.matrix-49
column driver Q54, row driver Q80
System 11 CPU board
validated
50
Bonus 6000
lamp.matrix-50
column driver Q54, row driver Q81
System 11 CPU board
validated
51
Bonus 7000
lamp.matrix-51
column driver Q54, row driver Q82
System 11 CPU board
validated
52
Bonus 8000
lamp.matrix-52
column driver Q54, row driver Q83
System 11 CPU board
validated
53
Bonus 9000
lamp.matrix-53
column driver Q54, row driver Q84
System 11 CPU board
validated
54
Bonus 10,000
lamp.matrix-54
column driver Q54, row driver Q85
System 11 CPU board
validated
55
Bonus 20,000
lamp.matrix-55
column driver Q54, row driver Q86
System 11 CPU board
validated
56
Bonus 30,000
lamp.matrix-56
column driver Q54, row driver Q87
System 11 CPU board
validated
57
Bonus 40,000
lamp.matrix-57
column driver Q52, row driver Q80
System 11 CPU board
validated
58
Bonus 50,000
lamp.matrix-58
column driver Q52, row driver Q81
System 11 CPU board
validated
59
Bonus 60,000
lamp.matrix-59
column driver Q52, row driver Q82
System 11 CPU board
validated
60
Bonus 5X
lamp.matrix-60
column driver Q52, row driver Q83
System 11 CPU board
validated
61
Bonus 4X
lamp.matrix-61
column driver Q52, row driver Q84
System 11 CPU board
validated
62
Hold Bonus
lamp.matrix-62
column driver Q52, row driver Q85
System 11 CPU board
validated
63
Bonus 3X
lamp.matrix-63
column driver Q52, row driver Q86
System 11 CPU board
validated
64
Bonus 2X
lamp.matrix-64
column driver Q52, row driver Q87
System 11 CPU board
validated

General illumination

1
1 shown
# Name Device ID Role Wiring Evidence
11
General Illumination Relay
device.general-illumination-relay
gi.playfield-cabinet-and-backbox
Q16
System 11 CPU board
validated

Virtual & other outputs

28
28 shown
# Name Device ID Role Evidence
23
PinMAME Flipper/Switched-Solenoid Enable State
device.pinmame-flipper-switched-solenoid-enable-state
internal.game-on-enable
validated
24
Unassigned Solenoid Slot 24
device.unassigned-solenoid-slot-24
internal.unused-platform-slot
validated
25
Unpopulated A/C Mux C-Side Slot 25
device.unpopulated-a-c-mux-c-side-slot-25
internal.unused-platform-slot
validated
26
Unpopulated A/C Mux C-Side Slot 26
device.unpopulated-a-c-mux-c-side-slot-26
internal.unused-platform-slot
validated
27
Unpopulated A/C Mux C-Side Slot 27
device.unpopulated-a-c-mux-c-side-slot-27
internal.unused-platform-slot
validated
28
Unpopulated A/C Mux C-Side Slot 28
device.unpopulated-a-c-mux-c-side-slot-28
internal.unused-platform-slot
validated
29
Unpopulated A/C Mux C-Side Slot 29
device.unpopulated-a-c-mux-c-side-slot-29
internal.unused-platform-slot
validated
30
Unpopulated A/C Mux C-Side Slot 30
device.unpopulated-a-c-mux-c-side-slot-30
internal.unused-platform-slot
validated
31
Unpopulated A/C Mux C-Side Slot 31
device.unpopulated-a-c-mux-c-side-slot-31
internal.unused-platform-slot
validated
32
Unpopulated A/C Mux C-Side Slot 32
device.unpopulated-a-c-mux-c-side-slot-32
internal.unused-platform-slot
validated
33
Unused Upper Flipper Coil 33
device.unused-upper-flipper-coil-33
internal.unused-platform-slot
validated
34
Unused Upper Flipper Coil 34
device.unused-upper-flipper-coil-34
internal.unused-platform-slot
validated
35
Unused Upper Flipper Coil 35
device.unused-upper-flipper-coil-35
internal.unused-platform-slot
validated
36
Unused Upper Flipper Coil 36
device.unused-upper-flipper-coil-36
internal.unused-platform-slot
validated
37
Unused Sound Overlay Board Slot 37
device.unused-sound-overlay-board-slot-37
internal.unused-platform-slot
validated
38
Unused Sound Overlay Board Slot 38
device.unused-sound-overlay-board-slot-38
internal.unused-platform-slot
validated
39
Unused Sound Overlay Board Slot 39
device.unused-sound-overlay-board-slot-39
internal.unused-platform-slot
validated
40
Unused Sound Overlay Board Slot 40
device.unused-sound-overlay-board-slot-40
internal.unused-platform-slot
validated
41
Unused Sound Overlay Board Slot 41
device.unused-sound-overlay-board-slot-41
internal.unused-platform-slot
validated
42
Unused Sound Overlay Board Slot 42
device.unused-sound-overlay-board-slot-42
internal.unused-platform-slot
validated
43
Unused Sound Overlay Board Slot 43
device.unused-sound-overlay-board-slot-43
internal.unused-platform-slot
validated
44
Unused Sound Overlay Board Slot 44
device.unused-sound-overlay-board-slot-44
internal.unused-platform-slot
validated
45
Synthetic Lower Right Flipper Power
device.synthetic-lower-right-flipper-power
internal.synthetic-flipper
validated
46
Synthetic Lower Right Flipper Hold
device.synthetic-lower-right-flipper-hold
internal.synthetic-flipper
validated
47
Synthetic Lower Left Flipper Power
device.synthetic-lower-left-flipper-power
internal.synthetic-flipper
validated
48
Synthetic Lower Left Flipper Hold
device.synthetic-lower-left-flipper-hold
internal.synthetic-flipper
validated
49
PinMAME Simulator Ball-Shooter Channel
device.pinmame-simulator-ball-shooter-channel
internal.unused-platform-slot
validated
50
Unassigned Solenoid Slot 50
device.unassigned-solenoid-slot-50
internal.unused-platform-slot
validated

Configuration & other inputs

1 shown
# Name Device ID Evidence
0
Country Jumper (USA/Germany)
Dip
switch.dip-0 validated

Mechanisms

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

Outhole and three-position ball trough

mechanism.trough

Kicker

A ball draining from the playfield lands in the outhole (switch 9, part 17-1067) and solenoid 1 (Outhole, AE-23-800-01) kicks it into the trough tube, where up to three balls queue on switches 10 (Left Trough), 11 (Centre Trough) and 12 (Right Trough). Solenoid 2 (Ball Release, AE-23-800-03) ejects the lead ball into the shooter lane. The manual's own switch-locations drawing runs the tube from callout 9 at the left end of the cabinet's lower edge up to callout 12 nearest the shooter feed, so 12 is the position closest to release; the retained script's cvpmBallStack initialisation (bsTrough.InitSw 9,12,11,10 followed by bsTrough.InitKick BallRelease,90,10) independently declares the same order. No individual trough position has its own object in the retained table.

Upper-right eject hole

mechanism.eject-hole

Kicker

A ball entering the eject hole at the top right of the playfield rests on switch 16 (part 17-1012, shielded by the Metal Eject Shield 01-6933-2) and is kicked back out by solenoid 3 (Eject Hole, AE-23-800-03). The retained script models it as a saucer (bsSaucer.InitSaucer sw16,16,96,5). Two lamp inserts sit in this hole per the Lamps list, "Extra Ball (Eject Hole)" at lamp 11 and "Escape (Eject Hole)" at lamp 12, which is what makes it the escape-from-the-chase feature rather than a plain kickout.

Drives
Senses

Left hideout ball lane

mechanism.left-hideout

Kicker

The left-hand pair of ball chutes (Ball Chute, Upper Left D-10863 and Ball Chute, Lower Left D-11050) forms a two-switch lane: a ball entering passes switch 39 (Upper Left Hideout, assembly A-11047) and comes to rest on switch 40 (Lower Left Hideout, part 17-1085). Solenoid 7 kicks it back out. Both manual pages print the coil "Left Hideout Relay" and the manufacturer's own Amendments sheet corrects that to "Left Hideout Coil"; a separate snubbed relay (Relay Snubber Assembly B-11160) does sit in the circuit. The retained script models only the resting position (bsLeftLock.InitSw 0,0,40 with bsLeftLock.InitSaucer LKick,40) and never drives switch 39.

Right hideout ball lane

mechanism.right-hideout

Kicker

The mirror of the left hideout, built from Ball Chute, Upper Right D-10862 and Ball Chute, Lower Right D-11049: switch 47 (Upper Right Hideout, A-11047) on the way in, switch 48 (Lower Right Hideout, 17-1085) at rest, solenoid 8 to eject. Locking a ball in each hideout is what stages the machine's multiball, and lamps 39 and 40 ("Ramp Earns Hideout" and "Ramp Earns Hideout Jackpot") are the inserts that advertise it -- High Speed is the machine that introduced the multiball jackpot.

Ramp gate

mechanism.ramp-gate

Gate

A single pivoting gate at the top of the playfield, driven by solenoid 13 through a drive arm and drive link, that selects which way a ball leaving the two-level main ramp is sent. The Ramp Gate Assembly D-10884 parts list contains exactly one Coil Assembly (AL-23-800-01), one Drive Arm Assembly (A-10886), one Drive Link (01-8201), one Gate Mech. Subassembly (D-10885) and one Gate (C-10888), and contains no switch, opto or sensor part of any kind; no matrix address names the gate either, so the mechanism has no position feedback at all and its state must be tracked from the drive signal. The retained script's Divert handler drops and raises two gate objects together and moves two companion primitives in z, i.e. it splits the one physical gate in two.

Drives

Two-level main ramp with two rollover switches

mechanism.main-ramp

Other

The HIGH SPEED Ramp Assembly D-10905 carries two SW-1A-160 rollover switches, which the Switches parts list numbers 42 (Left Ramp) and 43 (Right Ramp); the manual's own switch-locations drawing places both across the very top of the playfield with 42 to the left of 43. The ramp is the machine's main scoring shot: lamps 36-40 are the "Ramp Earns" ladder (Bonus X, Ramp Bonus, Getaway, Hideout, Hideout Jackpot) and lamps 42-44 are the Ramp Stoplight trio that shows which award is live. The ramp itself has no coil; solenoid 13's gate is what steers its exit.

Left outlane kickback

mechanism.outlane-kickback

Kicker

A bell-armature kickback (Outlane Kickback Assembly A-11041, coil AE-24-900-01) mounted at the left outlane. A ball rolling over switch 31 (Left Outlane) can be fired back into play while the kickback is lit -- lamp 16 is the "Kickback Arrow (Left Outlane)" insert and lamp 9 the "20,000 Light Kickback" pair in the return lanes. The Amendments sheet adds the circuit's own wiring diagram: the coil sits in the 50 V DC circuit fed through 8J4 VIO-YEL with a 100 ohm 3 W resistor on the +34 V side, switched through the relay the same amendment replaces with the snubbed B-11160 assembly. There is no matching kickback on the right outlane (switch 32).

Three-bumper jet nest

mechanism.jet-bumpers

Other

Three jet bumpers in a triangle in the upper-left half of the playfield: Upper Left (switch 33, solenoid 21), Lower Left (switch 34, solenoid 20) and Right (switch 35, solenoid 19). Each is a B-9414 Jet Bumper Assembly carrying its own #44 bulb in the cap, sitting over a B-9415 Jet Bumper Coil Assembly, with an A-7459-7 switch. All three coils are special solenoids fired directly by their own switch through the switched-solenoid supply: hsGameData's sxx.ssSw pairs solenoid 21 with switch 33, solenoid 20 with switch 34 and solenoid 19 with switch 35, exactly as the manual names them. The cap bulbs are part of the general illumination, not of the strobed lamp matrix -- no lamp address names a jet bumper.

Left and right slingshot kickers

mechanism.slingshots

Other

Two kicker arm assemblies (B-11051-R and its left-hand counterpart) above the flippers. Each has two switches: an SW-1A-122 scoring switch the CPU reads (matrix 49 left, 50 right) and a separate kicker actuating switch (A-4834-H, or B-8734 with an RC network) that completes the coil circuit itself -- the Switches parts list prints that second part in a bracketed annotation beside rows 49 and 50. Solenoids 17 and 18 are special solenoids whose sxx.ssSw entries are switches 49 and 50, so PinMAME models the same direct-switch firing.

Three freeway spin targets

mechanism.spin-targets

Rotary

Three rotating decal-screened spin targets, each an SW-1A-118 switch on a shaft with a switch actuator wire (12-6620): Left (switch 44), Centre (switch 45) and Right (switch 46). The Playfield Parts list names them as Spin Target Assemblies B-11019-2 "Bayshore Freeway", B-11019-1 "Santa Monica Freeway" and B-11019-3 "San Diego Freeway" (items 8, 20 and 21) but does not say which decal is fitted at which of the three positions. They have no coil; lamps 7, 10 and 8 are their matching 1000-point arrow inserts and lamps 31-35 the Freeway score ladder.

Three three-target stoplight banks

mechanism.stoplight-target-banks

Other

Three banks of three standup targets, each bank a red/yellow/green set matching a traffic light: Lower Left (switches 13/14/15), Upper Left (17/18/19) and Right (22/23/24). Each target is a separate assembly by colour -- A-11022 red, A-11054 yellow, A-11055 green -- and each has its own lamp insert of the same colour (13-15, 17-19 and 22-24 on the lamp side). These are standup targets, not drop targets: no solenoid in the Solenoid Table resets a target bank, no bank appears on either locations drawing as a drop unit, and the retained table models all nine as HitTarget objects pulsed through vpmTimer.PulseSw. Completing them is what lights Escape at lamp 41.

Three flippers, none CPU-driven

mechanism.flippers

Other

Three FL 23/600-30/2600-50VDC flipper coils: lower left, lower right, and an upper-right flipper the manual's Solenoids/Flashers list calls simply "Upper Flipper". None of the three has a Sol. No. or a driver transistor in the Solenoid Table, and note 1 says the CPU-board wires that do appear (Orn-Vio at 1P19-1, Orn-Gry at 1P19-2) run to the flipper switch rather than to a coil, with a second wire running from the switch on to the coil (note 3): the coils are fired by the cabinet button through the switched-solenoid supply, which is why PinMAME's public flipper addresses 45-48 are fabricated from button state rather than read from hardware. What the CPU does read is a Lane Change switch on each lower flipper's own base assembly (C-9954-R Flipper Base/Lane Change Assembly, switch SW-1A-150), reported at matrix 37 (left) and 38 (right) and used for lane change and for the engine-revving sound. Each assembly also carries an End of Stroke switch (03-7811) in the coil circuit, normally closed and opening at end of stroke per the page's own adjustment note, with no matrix address at all. The retained script rotates the upper-right flipper from the lower-right flipper's own callback; see conflict.upper-flipper-driving-button.

Backbox police beacon

mechanism.police-beacon

Motorized

The machine's signature police light: a 100 rpm 24 VAC motor (14-7939) turning a reflector assembly (B-10917) in front of a single #1683 28 V bulb (24-8771) behind a red lens (03-7981), held on with a lens clip assembly, washer and wing nut. Solenoid 4 energises the relay (5580-10883-00) that powers it, so the CPU controls only on and off, not rotation speed or phase. The Solenoid Table puts it in the Backbox and the parts list repeats "(Backbox)", so it has no playfield coordinate. It has no switch of any kind.

Playfield ramp traffic light

mechanism.traffic-light

Other

A three-bulb playfield fixture (Traffic Light Assembly B-10921, item 9 of the Playfield Parts list) built from a light housing plate, a housing subassembly, a PCB standoff and one Light Socket & Cable Assembly (C-10915) covering all three sockets. Its bulbs are lamp-matrix addresses 42, 43 and 44 (Red, Yellow, Green Light (Ramp Stoplight)), which show which Ramp Earns award is currently live. It has no coil and no switch. The retained table carries no usable playfield coordinate for it; see coverage.missing spatial_placement.

Backbox knocker

mechanism.knocker

Other

Solenoid 15 (AE-23-800-02) raps a knocker coil in the backbox for replay and award signals. The Solenoid Table's Playfield/Cabinet column reads "Backbox" and no switch is associated with it.

Drives

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.

Coverage
partial - complete physical I/O inventory, System 11 bindings, mechanism causality, driver-variant boundary, wiring and recreation behavior validated; spatial placement candidate because five addresses have no derivable or verifiable coordinate, and two sourced disagreements remain unresolved (see below)

Identity and evidence precedence

This is the Williams System 11 physical product released January 1986 - the machine that introduced the multiball jackpot and the police-chase light and siren sequence, and whose ruleset most of the industry copied for the rest of the decade. It covers the five-driver hs_* clone tree: hs_l4 (parent, production L-4 and the driver the retained table binds), hs_l3 (earlier U26 game ROM), hs_l1 (the earliest dumped revision, taken from a Unidesa / Cirsa licensed board and catalogued 1985), hs_p4g (German export, reported G-4, stickered PROTO4) and hs_l4c (a 2018 community Competition MOD patch of the L-4 ROMs). All five share one static hsGameData/init_hs pair through CORE_CLONEDEF, so every driver is physically identical; input_ports_hs aliases the shared input_ports_s11 table.

The 1985 date on hs_l1 is the licensee's build date, not a second physical machine. Pinned PinMAME's own comment says the Unidesa / Cirsa CPU board is "identical to the Williams board (also same P/N)". That cabinet did carry one extra board the Williams machine does not - a Credit Conversion PCB with an 8035, its own 2716 EPROM, a four-position DIP bank and a 6.144 MHz crystal, undumped - but it is coin-door pricing hardware outside the CPU board's address space and changes no playfield device, no switch and no lamp.

Do not conflate this machine with Williams The Getaway: High Speed II (1992), its WPC-Fliptronic sequel, which is a separate curated record in this repository at machines/partial/williams/the-getaway-high-speed-ii-1992.json.

Evidence precedence for this definition: the retained known-working VPX script is runtime and mechanism-causality ground truth; the Williams instruction manual controls physical construction, part numbers, wiring, quantities and device location; pinned PinMAME controls controller generation, public address topology and per-game bulb-type metadata; the retained VPX geometry supplies normalized coordinates. That last one carries an extra qualification on this machine, because the retained table gets two switch bindings geometrically wrong - see the jet bumpers below.

This manual has a genuine Acrobat Paper-Capture OCR text layer that is unusually good for a 1986 scan, but every table used here was still read from 300 dpi rendered pages and transcribed by hand. The reading log, including the verified printed-to-PDF page offset and the sheets this rebound copy has out of order, is external:pinmame-review-artifacts/high-speed-1986/manual-transcription.md.

Controller platform: System 11, reusing the profile but almost none of Whirlwind's per-game reasoning

High Speed is the second System 11 machine curated in this project and reuses controllers/pinmame/system-11.json unchanged, confirmed from hsGameData's own GEN_S11X field (0x100, the same bit as GEN_S11A and GEN_S11B, which gen.h defines as aliases of it). The platform rules that do carry over are the ones the profile exists for: switches and lamps share one sequential column-major 1-64 address space registered through core_swSeq2m rather than WPC's column-times-ten wpc_sw2m; matrix column 1 is ordinary matrix space rather than a WPC-style dedicated namespace; general illumination is an ordinary solenoid address rather than a separate channel; and the flipper coils are not CPU-controlled, so public 45-48 are synthetic.

What does not carry over from Whirlwind is most of the per-game address map, and this is worth stating explicitly because a reader who assumes the two System 11 machines share a layout will get four things wrong. Decoding INITGAMEFULL (src/wpc/s11games.c line 38) against core_tGameData's field order shows hsGameData expands to {GEN_S11X, s11_dispS11, {FLIP_SWNO(37,38),0,0,0,0,S11_BCDDIAG,0,0}, NULL, {{0}}, {0,{49,50,35,34,33,0}}}:

  1. sxx.muxSol = 0: there is no A/C select relay. The fourth INITGAMEFULL argument is 0 where Whirlwind's INITGAME passes 12. updsol()'s mux-copy branch is gated on core_gameData->sxx.muxSol being non-zero, so it never runs and bits 24-31 of the solenoid word are never written; MACHINE_INIT(s11)'s hs_ block likewise declares no output type at or above address 25, unlike the many System 11B blocks that set eight muxed flasher outputs there. The manual agrees from the other side: its Solenoid Table has no A/C column, no nnA/nnC circuit pairs, and its only three relay rows are the police light, the GI and the coin lockout. Public addresses 25-32 are enumerated here as unpopulated platform slots, not devices.
  2. hw.gameSpecific1 = 0: no sound-overlay board and no mux-feedback switch. S11_SNDOVERLAY is unset, so pia5cb2_w never diverts the sound byte into a solenoid pattern and the platform's 37-44 range has nothing in it. S11_MUXSW2 is unset too, so SWITCH_UPDATE(s11) does not overwrite public switch 2; on High Speed that address is a real device, the Ball Roll Tilt.
  3. hw.display = S11_BCDDIAG only. Whirlwind passes S11_LOWALPHA|S11_DISPINV; High Speed passes just the 7-segment-diagnostic-LED flag, which is the CPU board's own numeric status LED - the manual's CPU LED Indicator Codes table (printed page 27) is that LED's code list. The display inventory itself comes from s11_dispS11 rather than s11_dispS11b2 and is six displays, not one: two seven-digit 16-segment alphanumeric player displays (segment starts 1 and 9), two seven-digit 7-segment-plus-comma player displays (21 and 29), and four small single 7-segment digits (0, 8, 20, 28) forming two two-digit displays. The manual names all six in its own Display Test text - "SPEEDER 1, 2, 3, 4, BALL IN PLAY/MATCH, Credits" - and only SPEEDER 1 and 2 are ever described as showing text messages, matching the two alphanumeric layout entries exactly. The Backbox Cables list in the Amendments sheet is the physical counterpart: Players 1 and 2 take cable 5795-10868-14 and Players 3 and 4 take 5795-09453-00. The two-digit displays are recorded with non-contiguous segment positions (0 and 8; 20 and 28) because that is what the layout says: each is built from the spare eighth digit of a player display's own group. Which pair is Credits and which is Ball In Play/Match comes from the retained script's own labelled Digits()/Leds() arrays, since the layout itself does not say.
  4. One GI relay, not two. MACHINE_INIT(s11)'s hs_ block names a single CORE_MODOUT_BULB_44_6_3V_AC_REV address, 11, where Whirlwind's block names 11 and 16. The rest of the block declares #89-model bulb types for addresses 4, 5-6, 9-10, 12 and 22.

The special-solenoid switch map: the first game in this project to use sxx.ssSw

High Speed is the first curated machine whose driver populates core_tGameData.sxx.ssSw, the trailing six INITGAMEFULL arguments, here 49,50,35,34,33,0. Whirlwind used the plain INITGAME form and never exercised the field, and controllers/pinmame/system-11.json mentions it only in a source locator, so what it means at runtime had to be derived rather than looked up.

src/wpc/s11.c lines 191-200, inside the if (locals.ssEn) block of the VBLANK handler:

for (ii = 0; ii < 6; ii++) {
  if (core_gameData->sxx.ssSw[ii]) {
    int switchState = core_getSw(core_gameData->sxx.ssSw[ii]);
    if (switchState)
      locals.solenoids |= CORE_SOLBIT(CORE_FIRSTSSSOL+ii);
    core_write_pwm_output(CORE_MODOUT_SOL0 + CORE_FIRSTSSSOL + ii - 1, 1, switchState ? 1 : 0);
  }
}

The loop indexes CORE_FIRSTSSSOL + ii directly with ii, not through setSSSol's scrambled ssSolNo table, so the mapping is plainly sequential: ssSw[0] drives public solenoid 17, ssSw[1] drives 18, and so on to ssSw[5] and 22. A zero entry means "not switch-driven", and the loop skips it. Note the two paths coexist: a special solenoid can be asserted either by this loop (from its own switch) or by setSSSol (from a CPU PIA write), and the loop is skipped entirely under P-ROC or LISY support because there the switch drives the coil physically and the emulated copy would lock on.

This is PinMAME's model of real System 11 switched-solenoid hardware, where the actuating switch completes the coil circuit itself for zero-latency response and the CPU only gates the supply through the switched-solenoid enable. For High Speed the array reads as an exact match to the manual's Solenoid Table:

Public solenoid Manual Special # Device ssSw entry Switch it names
17 #1 Left Kicker 49 Left Kicker (scoring)
18 #2 Right Kicker 50 Right Kicker (scoring)
19 #3 Right Jet Bumper 35 Right Jet Bumper
20 #4 Lower Left Jet Bumper 34 Lower Left Jet Bumper
21 #5 Upper Left Jet Bumper 33 Upper Left Jet Bumper
22 #6 Top Playfield Flashers 0 none

Six for six on the five that are paired, and the one slot left at zero is the one special solenoid that is a flasher circuit rather than a kicker or bumper - it has no actuating switch and can only be fired by a CPU write. The array therefore does double duty as independent confirmation that Special #1 through #6 are public 17 through 22 in order, which is the same answer setSSSol's ssSolNo[0] = {5,4,1,2,0,3} un-scrambles to and which the Amendments sheet's own transistor list (Q75 for SS1, Q71 SS2, Q73 SS3, Q69 SS4, Q77 SS5, Q79 SS6) confirms a third time. The definition records these five switch-to-coil pairings as direct relationships.

system-11.json did not need changing for this. Its solenoid-group note already describes addresses 17-22 as "six 'special' solenoids, each driven by one PIA CA2/CB2 line and gated by a software enable" and already lists sxx.ssSw among the core.h fields the profile is derived from; the switch-driven path is a per-game population of a field the profile correctly declines to fix a value for, exactly like the per-game GI addresses. The finding is recorded here rather than pushed into the profile because the mapping is game-specific data, not a platform address rule.

The flippers: no Sol. No. anywhere, and a Lane Change switch the matrix page miscalls an EOS

hsGameData's hw.flippers is FLIP_SWNO(37,38), which expands to ((37)<<8)|(38)|FLIP_SW(FLIP_L) - a left-flipper switch of 37, a right of 38, and no FLIP_SOL bit. Whirlwind established what the missing FLIP_SOL means and it holds here: core_updateSw's "fake solenoids if not CPU controlled" branch fabricates public 45-48 from live button state, gated by the flipEn argument the driver passes as locals.ssEn, and no driver-board output exists behind them.

The manual confirms it from the hardware side more explicitly than Whirlwind's did. Its Solenoid Table has three flipper rows - Upper, Right and Left - and all three print in both the Sol. No. and Driver Trans. columns. The two CPU-board connections that do appear (Orn-Vio at 1P19-1, Orn-Gry at 1P19-2) are on the special-solenoid connector, and note 1 says those two wires "connect from CPU Board to flipper switch" while note 3 says the parenthesised connections are "from flipper switch to flipper coil". So the CPU supplies the switched-solenoid feed, the cabinet button closes the circuit, and the coil fires - which is also why PinMAME gating its synthetic flipper outputs on ssEn is not an approximation but the actual topology.

What the CPU does read is a Lane Change switch on each lower flipper's own base assembly. This took resolving because the manual disagrees with itself. The Switch-Matrix Table prints addresses 37 and 38 as "Left/Right Flipper Engine Revving (EOS)". The Switches parts list prints the same two as "Left/Right Flipper Lane Change (Engine Revs)" with parts SW-1A-150-1 and SW-1A-150, and the C-9952-R Flipper Assemblies parts list identifies SW-1A-150 as item 2b, Lane Change Switch - a different part from that same assembly's item 2a, End of Stroke (EOS) Switch, 03-7811, which carries no matrix address anywhere in the manual. Three things settle it for the parts list: the part number itself, the fact that a real EOS switch exists as a separate part in the coil circuit, and PinMAME's own construction - locals.flipMask only receives an EOS bit when hw.flippers carries a FLIP_EOS bit (which FLIP_SOL implies), so a game with no FLIP_SOL models no EOS switch at all and core_setSw(FLIP_SWL(flip), swFlip & CORE_SWLLFLIPBUTBIT) writes button state into address 37 directly. Prefer the parts list, as this project's runbook already says. Worth carrying forward: the flipper-assembly page's own adjustment note also tells you the EOS contacts are normally closed and open at end of stroke ("The tip of the EOS Switch must travel .015 inch before the contacts fully open with the flipper in the actuated position"), which is why that switch belongs in the coil circuit and not in the matrix.

The retained table binds two jet-bumper switches to the wrong objects

The three jet bumpers are Upper Left (switch 33, solenoid 21), Lower Left (switch 34, solenoid 20) and Right (switch 35, solenoid 19). Both of the manual's numbered locations drawings - the switch drawing on printed page 32 and the solenoid drawing on printed page 34 - lay the triangle out the same way: the Upper Left bumper highest and leftmost, the Lower Left bumper directly below it, and the Right bumper to the right of both and between them in height. The retained table's three Bumper objects sit at raw (443.5, 202.1), (623.7, 274.3) and (472.1, 398.1), so by the drawings the first is Upper Left, the third is Lower Left and the second is Right.

The retained script binds Bumper2_Hit (the rightmost object) to PulseSw 34 and Bumper3_Hit (the lowest object) to PulseSw 35, i.e. it has 34 and 35 swapped. Two independent manual drawings against one community table is enough to resolve this outright, the same way Bally Centaur's reversed auxiliary lamps and Williams Indiana Jones's transposed slingshot row were resolved; the coordinates in this definition follow the manual and all three bumper switches disclose the disagreement. This is exactly the class of error the cheap geometric ordering test catches - tests/test_high_speed.py asserts that switch 35 sits right of switch 34 and that switch 34 sits nearer the player than switch 33 - and it is why the retained table is treated as a geometry source only where the manual's own drawings agree with it.

Ball paths and the two hideouts

A ball draining lands in the outhole (switch 9, part 17-1067) and solenoid 1 kicks it into the trough tube, where up to three balls queue on switches 10 (Left), 11 (Centre) and 12 (Right). Solenoid 2 (Ball Release) ejects the lead ball into the shooter lane. The manual's switch drawing runs the tube from callout 9 at the left up to callout 12 nearest the release, and the retained script's bsTrough.InitSw 9,12,11,10 independently declares the same order, so 12 is the position closest to release. None of the four positions has its own object in the table; all four are documented projections.

The machine's ball-locking feature is the pair of hideouts, one per side, each a two-switch lane built from an upper and a lower ball chute (D-10863/D-11050 left, D-10862/D-11049 right). A ball entering passes the Upper switch (39 left, 47 right, assembly A-11047) and comes to rest on the Lower switch (40 left, 48 right, part 17-1085); solenoids 7 and 8 kick it back out. Locking a ball in each hideout is what stages multiball, and lamps 39 and 40 ("Ramp Earns Hideout", "Ramp Earns Hideout Jackpot") are the inserts that advertise it.

Both manual pages print those two coils as "Left/Right Hideout Relay", and the manufacturer's own Amendments sheet corrects the wording: "change the description, LEFT HIDEOUT RELAY, to LEFT HIDEOUT COIL. (The same change applies to the Right Hideout Relay designator; it should be 'coil'.)" The part AE-24-900-02 is a coil in any case. There is a relay in each circuit, and the same amendment replaces it with a snubbed 2-pole 24 VDC assembly (Relay Snubber Assembly B-11160) in both hideout circuits and in the outlane kickback circuit. The definition uses the corrected name and cites the amendment on both devices.

The retained script models only each hideout's resting position (bsLeftLock.InitSw 0,0,40, bsRightLock.InitSw 0,0,48) and never drives switch 39 or 47, so those two addresses have no bound object. Their coordinates come from two unbound Trigger objects the table carries with no _Hit handler anywhere: sw39 at raw (50.3, 769.0) on the left and sw37 at (889.3, 765.3) on the right, each sitting directly above the kicker the script does bind to the lane's lower switch. The right-hand object's name is a misnomer - switch 37 is the left flipper's Lane Change switch at the bottom of the playfield - so the assignment is made from the mirror geometry of the two lanes plus the manual's own upper-above-lower ordering rather than from the object name.

No drop targets, and no optos

The task brief that seeded this curation described the machine's headline hardware as including a drop-target bank. It does not have one, and this is worth recording as a correction rather than reproducing. The three red/yellow/green groups the switch matrix calls "Stoplight Bank" targets are standup targets: each is its own assembly by colour (A-11022 red, A-11054 yellow, A-11055 green), no solenoid in the Solenoid Table resets a target bank, neither locations drawing shows a drop unit, and the retained table models all nine as HitTarget objects. The three banks plus the six A-8253 arrow standups make fifteen standup targets and zero drop targets. Completing the stoplights is what lights Escape at lamp 41; the eject hole at switch 16 is where the escape is collected, which is why lamps 11 and 12 in that hole read "Extra Ball" and "Escape".

Nor does the machine have any opto. Sweeping every row of the Switches parts list: all 52 used positions carry a part number, none is blank, none carries an opto or photo-transistor part, and none carries a second construction line. Neither copy of the Switch-Matrix Table has an opto legend or a single shaded cell - a real difference from the late-Williams WPC manuals this project has mostly been reading, and from Bally Scared Stiff's, which prints an opto legend it never uses. Pinned PinMAME agrees structurally: hsGameData's whole wpc struct is written by the positional initializer {{0}}, so wpc.invSw is entirely zero and core.c copies those zeros into the live inversion mask, normalizing nothing. grep -n invSw src/wpc/s11games.c returns no assignment anywhere in the file. Polarity is therefore not a gap on this machine: there is no printed normally-closed or opto matrix switch to have an unconfirmed rest state, and no emulator normalization to reapply. That is a different situation from Whirlwind, where six confirmed optos had no mask to compare against, and it is the reason polarity is absent from coverage.missing here. The one normally-closed contact the manual does document, the flipper EOS switch, has no matrix address at all.

Where the manual gives a part number but no construction - the 17-* parts at switches 9, 16, 40 and 48, and the A-11047 hideout assemblies at 39 and 47 - no switch_type is asserted rather than guessed.

The police beacon is backbox hardware

The machine's signature device is a genuine rotating beacon: Police Light Assembly C-10933 is a 100 rpm 24 VAC motor (14-7939) turning a reflector assembly (B-10917) in front of a single #1683 28 V bulb (24-8771) behind a red lens, held on with a lens clip, washer and wing nut. Solenoid 4 energises the relay (5580-10883-00) that powers it, so the CPU controls only on and off - not rotation speed or phase, which a recreation must therefore drive itself.

It sits in the backbox, not on the playfield and not on the cabinet: the Solenoid Table's Playfield/Cabinet column reads "Backbox" for this address, the Solenoids/Flashers parts list repeats "(Backbox)" in the item description, and neither numbered locations drawing has a callout for it. It takes a controlled not_applicable / cabinet_or_service spatial record. Pinned PinMAME's own comment for the address says the same thing with the bulb number transposed - "In fact, this is a relay controlling police light which is a #1628 28V bulb" against the parts list's #1683 - which is an emulator comment typo, not a disagreement worth recording as a conflict.

The retained table has no SolCallback for address 4 at all. It animates its police-beacon flashers off lamp 41's own light state instead (if L41.state = 1 Then ... PoPoLiTimer.enabled = 1). That is a table shortcut, not evidence about the machine, and a recreation should drive the beacon from solenoid 4.

General illumination: one relay, three destinations

Solenoid 11 is the game's only GI address. The Solenoids/Flashers list describes it as a "Pwr Sup Bd Relay"; the Solenoid Table gives it part 5580-09555-00 and connection 3P7-1 on the Power Supply Board D-8345-541.

Two sources describe its scope more narrowly than it is, and neither is authoritative for physical wiring. Pinned PinMAME's hs_ block comments the address "Backbox GI output". The retained script's handler is named PFGI and drives a 68-member playfield-only GI light collection, inverted - energising the relay turns that collection off. The manual settles it: the Power Wiring Diagram (printed page 47) draws the relay's two contact sets in series with the supply legs feeding 3J6/3P8, whose eight fused lines fan out to the backbox Insert Board (9J2 pins 1-4), the cabinet (7J6-2/7J6-3 through 7J4-1/7J4-2) and the playfield (8J4 pins 3-6). Each lamp string is drawn across one pin from the 1-4 group and one from the 6-9 group, so every string has at least one switched leg. One relay switches playfield, cabinet and backbox general illumination together. The supply is nominally 6.3 VAC, amended to 5.9 VAC measured at the board input.

What no page of the manual gives is a GI bulb count, bulb type by number, or any bulb position - there is no GI inventory and no GI locations drawing. So the device is recorded with its correct scope and no spatial record. The retained table's 68-object collection is deliberately not adopted as a placement set: it cannot be checked against the manual, it includes three jet-bumper cap lights that belong to those assemblies (each B-9414 Jet Bumper Assembly carries its own #44 bulb, part 24-6549, and no lamp-matrix address names a jet bumper, so those caps are GI), it duplicates one member, and one of its lights sits above the top playfield edge.

Flashers: how many bulbs each circuit has, read off the drawing

Five solenoid addresses drive #63 flashlamps. The manual gives no bulb count in any column, so the counts here come from its own numbered solenoid-locations drawing, cross-checked against the retained table:

  • Solenoid 9 (Left Red) and solenoid 12 (Right Red) each have two leader lines on the drawing, to two positions on their own side of the playfield, one above the other. The retained table independently models two Flupper flasher assemblies for each, whose dome base primitives are positioned and land where the drawing's leaders point. Two placements each.
  • Solenoid 5 (Left Blue) and solenoid 6 (Right Blue) each have a single leader to a single elongated rounded lens, 5 to the left of the freeway insert fan and 6 to its right at the same height. The retained table models each lens with three lights - a co-located bulb-and-glow pair at the centre plus two more offset either side by about (43.5, -28.5), i.e. the centre light sits close to the arithmetic midpoint of the other two. One drawn lens with one leader means one device location, so one placement each at the lens centre; the end lights are excluded as glow companions of the same lens. How many #63 bulbs sit under each lens is not stated anywhere, so no quantity is asserted.
  • Solenoid 22 (Top Playfield Flashers) is special solenoid #6, the one with no actuating switch. Its two Flupper dome primitives are parked off-table in the retained build, so only their Light members carry usable coordinates; both sit along the top edge of the playfield, where the drawing's item-22 callout points. Two placements.
  • Solenoid 10 (Insert Board Flashers) is a backbox device. Its only connection is 9P1-7, and connector prefix 9 is the backbox Insert Board per the manual's own circuit-board number list, whose introduction says all High Speed circuit boards are in the backbox and are reached by unlatching that insert board. Controlled not_applicable record; the retained script has no callback for it.

PinMAME models all of these as #89 25 V bulbs where the manual specifies #63, which is emulator brightness metadata rather than a device fact.

The ramp, its gate, and the traffic light

The D-10905 HIGH SPEED Ramp Assembly is the main scoring shot and carries two SW-1A-160 rollover switches, numbered 42 (Left Ramp) and 43 (Right Ramp), both across the top of the playfield with 42 left of 43. Lamps 36-40 are the "Ramp Earns" ladder - Bonus X, Ramp Bonus, Getaway, Hideout, Hideout Jackpot - and lamps 42-44 the Ramp Stoplight trio showing which award is live.

Solenoid 13 drives the ramp gate. The D-10884 Ramp Gate Assembly parts list contains exactly one Coil Assembly (AL-23-800-01), one Drive Arm Assembly, one Drive Link, one Gate Mech. Subassembly and one Gate (C-10888), and the assembly appears once as item 13 of the Playfield Parts list - so the Solenoid Table's plural "Ramp Gates" is not matched by a second gate part. Critically the parts list contains no switch, opto or sensor part of any kind, and no matrix address names the gate, so the mechanism has no position feedback at all: a recreation must track its state from the drive signal. The retained script's Divert handler drops and raises two gate objects together and moves two companion primitives in z, splitting the one physical gate in two; the left object is used as the documented projection anchor.

The traffic light itself (B-10921, item 9 of the Playfield Parts list) is a three-bulb playfield fixture built from a light housing plate, a housing subassembly, a PCB standoff and one C-10915 Light Socket & Cable Assembly covering all three sockets. Its bulbs are lamp addresses 42, 43 and 44. It has no coil and no switch.

The three freeway spin targets

Switches 44, 45 and 46 are three rotating decal-screened spin targets - SW-1A-118 switches on shafts with 12-6620 switch actuator wires - which the Playfield Parts list names as Spin Target Assemblies B-11019-2 "Bayshore Freeway", B-11019-1 "Santa Monica Freeway" and B-11019-3 "San Diego Freeway" (items 8, 20 and 21). Which decal is fitted at which of the left, centre and right positions is not recoverable: the item numbers key to a playfield illustration whose callouts are not legible at this scan quality, and neither the Switches parts list nor the Lamp list uses the freeway names. Lamps 7, 10 and 8 are the matching 1000-point arrow inserts and lamps 31-35 the Freeway score ladder (25,000 / 50,000 / 75,000 / 100,000 / Lights Extra Ball). The definition uses the manual's own left/centre/right switch labels and does not attach a decal name to any of them.

Lamps: the two-lamps-in-circuit legend, and where it leaves a gap

The Lamp-Matrix Table carries a boxed [2] Two lamps in circuit legend. Swept across all 64 cells of the rendered page, it appears on four addresses and no others: 1, 3, 9 and 40. The Lamps list then makes three of them concrete:

  • 1 (Game Over) and 2, 6 are backglass-only per their (Backglass) locations, and the retained script drives them with FadeReel against Reel objects rather than Lights. Controlled not_applicable records; lamp 1 carries quantity 2 with no placement, which is correct for a two-bulb backglass indicator.
  • 3 is split across the two: "Shoot Again (Backglass) / Drive Again (Playfield)". Quantity 2, one placement, and the script confirms both halves - FadeReel 3, L3a for the backglass bulb and NFadeLm 3, l3 for the playfield insert.
  • 9 has both bulbs on the playfield, one in each flipper return lane ("20,000 Light Kickback (Left & Right Flipper Lanes)"), and the script drives two Light objects. Quantity 2, two placements.
  • 40 (Ramp Earns Hideout Jackpot) is the gap. The manual states two bulbs and never says where the second one is - neither the matrix nor the Lamps list breaks the location down, and there is no third lamp page - and the retained table models one Light object. Quantity 2, one placement.

Spatial gaps that keep this record partial

Five addresses. Three are lamps with no coordinate at all: 42, 43 and 44, the Ramp Stoplight trio. The retained table drives them against Light objects parked at raw x about -2237, far off-table, and the commented-out alternative in the same routine addressed Primitive.stoplight_prim, which sits at position (0,0,0) with an all-zero rot_and_tra and its geometry baked into mesh hslight.ob; deriving that mesh's centroid through the table's own position-plus-size convention - calibrated against Primitive.Apron and Primitive.batleft, whose positions are known - puts it at raw y about -499, also off-table. Two independent object families agree the coordinate is simply absent, so the spatial key is omitted rather than invented, the pattern Star Trek: The Next Generation's unresolved lamps 53/85/86 and White Water's lamps 17/55 established. The fourth is lamp 40, above. The fifth is solenoid 11, the GI relay, whose emitter set cannot be verified against any manual page.

Resolving them needs a second independent recreation of the machine, a photograph of an unrestored playfield showing the traffic light's position and the second Hideout Jackpot bulb, or a GI bulb inventory from a Williams parts catalogue.

Unresolved: which button fires the upper-right flipper (conflict.upper-flipper-driving-button)

The machine has a third flipper. The Solenoid Table and the Solenoids/Flashers list both name an "Upper Flipper" FL 23/600-30/2600-50VDC coil, and both give it no Sol. No., no driver transistor and no CPU-board connection - only its own playfield connector pins, Blk-Yel to 7J1-19 and 8P3-33, which sit between the left flipper's 8P3-32 and the right flipper's 8P3-34. Neither page names its side. Pinned PinMAME models no upper flipper at all here: hw.flippers carries no FLIP_SW or FLIP_SOL bit for either upper position, so public 33-36 read as always zero and no third synthetic output exists.

The side is well corroborated - the manual's own switch-locations drawing places a third flipper bat on the right side of the playfield above the right hideout lane, exactly where the retained table's RightFlipper1 sits at normalized (0.863, 0.369). What is not corroborated is which button feeds the coil. The only source that asserts anything is the retained script, whose SolRFlipper handler rotates RightFlipper and RightFlipper1 together, i.e. it assumes the upper-right flipper shares the lower-right flipper's button and coil circuit. That is very likely right - the Switches parts list has no third flipper-button row anywhere, so the coil must be paralleled onto one of the two existing button feeds, and an upper-right flipper on the right button is the near-universal arrangement - but it rests on one community source. Recorded as unresolved rather than promoted; the Section 3 flipper-circuit schematic sheet, not transcribed here, or a photograph of an unrestored 8P3 harness would settle which feed 8P3-33 joins.

Unresolved: the coin-lockout relay's part number (conflict.coin-lockout-relay-part-number)

The manual gives two different Coinco part numbers for the same device. The Solenoid Table prints 404603-22 with note 2, "Solenoid 16 has a Coinco part number"; the Solenoids/Flashers parts list prints 904218-696 with "Coin-Lockout Relay (Coinco p/n)". Both pages agree on the device, its address, its wiring (Brn-Gry, 1P12-9, 7P1-7 and 7P2-4, driver Q6) and that the part is Coinco's; nothing in the manual or the Amendments sheet reconciles them. The definition records the wiring table's number and the conflict preserves the other. Authoring impact is nil - it is a coin-door relay with no playfield presence - but a part number two pages of one manual disagree about should not be presented as settled.

Smaller manual anomalies, resolved

  • The Solenoids/Flashers list prints "Upper Left Jett Bumper" at item 21; items 19 and 20 and all three jet-bumper rows of the Switches parts list read "Jet".
  • The Lamps list prints "Right Spinner 1000 Arow" at lamp 8; its partners at 7 and 10 read "Arrow".
  • The Amendments sheet corrects the SWITCH TESTS jumper example on printed page 27: the test jumper for a switch 09 indication goes between 1J10-9 and 1J8-2, not 1J10-1, "(A jumper between 1J10-1 and 1J8-2 actually gives an indication of switch 16.)" Both figures agree with the matrix as transcribed - 1J8-2 is column 2, 1J10-9 is row 1 (switch 9) and 1J10-1 is row 8 (switch 16) - which is a useful independent check on the column-major address formula.
  • The Solenoid Table's own SOLENOID TEST text cycles steps 01 through 22 with no gaps and shows each solenoid's name on the displays as it fires it. That is the manual's own proof that its Sol. No. column is a contiguous public numbering rather than a Bally-style self-test order, which is the trap Bally Kiss and Centaur both sprang.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
hs_l4cHigh Speed (L-4C Competition MOD)
2018 community 'Competition MOD' patch of the L-4 game ROMs (the pinned source retains both the older 6b05 patch, commented out, and the newer f43c patch that is registered). Runs on the unmodified physical machine and shares hsGameData/init_hs with the parent; it changes rules and scoring only.
2018hs_l4identical
hs_p4gHigh Speed (G-4 / German PROTO4)
German export game ROM (the pinned source records a board whose U26 was stickered 'PROTO4' but reports as G-4, paired with an L-4 U27, with the German text held in the extra 8K of the larger EPROM and selected by Adjustment #51). Firmware localization only; shares hsGameData/init_hs with the parent. The manual's own Special Preset Adjustments 53-60 ('Install German 1' through 'Install German 4') show the production machine already carries German pricing and rules presets, so no hardware differs.
1986hs_l4identical
hs_l4High Speed (L-4)
Williams production L-4 ROM shipped with the physical machine; the pinned catalog's clone-tree parent and the driver the retained known-working VPX table binds (cGameName = "hs_l4").
1986identical
hs_l3High Speed (L-3)
Williams L-3 game ROM revision (U26 only; the pinned ROM set pairs it with the same L-4 U27, flagged '//!! L-4?!' in the driver source). Shares hsGameData/init_hs with the parent through CORE_CLONEDEF, so the switch matrix, lamp matrix, solenoid table, special-solenoid switch map and playfield hardware are all unchanged.
1986hs_l4identical
hs_l1High Speed (L-1 / Unidesa / Cirsa)
Earliest dumped game ROM revision, dumped from a Unidesa / Cirsa licensed board and catalogued at 1985. The pinned driver's own comment says the board is 'identical to the Williams board (also same P/N)' and that the dump is 'very likely to match the (so far undumped) L-1 original Williams ROMs'. The licensed cabinet additionally carried a Credit Conversion PCB (an 8035 with its own 2716 EPROM, a 4-position DIP bank and a 6.144 MHz crystal, undumped) which is coin-door pricing hardware outside the CPU board's own address space and changes no playfield device. The 1985 catalogue year is the licensee's build date, not a different physical machine: this driver shares hsGameData/init_hs with the parent and PinMAME declares it a clone of hs_l4.
1985hs_l4identical

Parent set: hs_l4 — 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

    Pinned catalog driver records for the hs_* clone tree

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • PinMAME source

    BSD-3-Clause

    pinmame.core.4ec52ff0ac13

    src/wpc/s11games.c line 38 INITGAMEFULL macro definition and line 143 INITGAMEFULL(hs,GEN_S11X,s11_dispS11,0,FLIP_SWNO(37,38),S11_BCDDIAG,0,0,0,49,50,35,34,33,0), expanding to hsGameData = {GEN_S11X, s11_dispS11, {FLIP_SWNO(37,38),0,0,0,0,S11_BCDDIAG,0,0}, NULL, {{0}}, {0,{49,50,35,34,33,0}}} -- so hw.swCol/lampCol/custSol/soundBoard are 0, hw.display = S11_BCDDIAG, hw.gameSpecific1 = hw.gameSpecific2 = 0, the whole wpc struct (including wpc.invSw) is zero-initialised, sxx.muxSol = 0 and sxx.ssSw = {49,50,35,34,33,0}; CORE_GAMEDEF(hs,l4)/CORE_CLONEDEF for hs_l3/hs_l1/hs_p4g/hs_l4c, input_ports_hs = input_ports_s11; src/wpc/s11.c lines 191-200 (the ssEn VBLANK loop that drives CORE_FIRSTSSSOL+ii from core_getSw(sxx.ssSw[ii]) for ii = 0..5), setSSSol/ssSolNo PIA-to-address table, pia0cb2_w (locals.ssEn, S11_GAMEONSOL), updsol (the sxx.muxSol-gated 'C'-side copy that never runs here), pia0b_w/latch2200/pia1a_w/pia1b_w/pia2a_r/pia5cb2_w, s11_readmem/s11_writemem, core_updateSw(locals.ssEn) at line 358, MACHINE_INIT(s11) coreGlobals.nLamps/nSolenoids sizing and the per-game hs_ output-type block at lines 1011-1018 (addresses 4, 5-6, 9-10, 11, 12, 22); src/wpc/s11.h S11_BCDDIAG/S11_BCDDISP/S11_LOWALPHA/S11_DISPINV display flags, S11_MUXSW2/S11_SNDOVERLAY/S11_RKMUX/S11_MUXDELAY gameSpecific1 flags, S11_GAMEONSOL = 23, S11_SWADVANCE/S11_SWUPDN/S11_SWCPUDIAG/S11_SWSOUNDDIAG, S11_COMINPORT/S11_COMPORTS, COREPORT_DIPNAME Country jumper; src/wpc/s11.c lines 61-65 core_tLCDLayout s11_dispS11; src/wpc/core.h core_tGameData field order (hw, wpc.invSw, sxx.muxSol, sxx.ssSw), FLIP_SWNO/FLIP_SWL/FLIP_SWR/FLIP_SW/FLIP_SOL macros, CORE_FIRSTSSSOL = 17, CORE_SSFLIPENSOL = 23, CORE_FIRSTUFLIPSOL = 33, CORE_FIRSTEXTSOL = 37, CORE_FIRSTLFLIPSOL = 45, CORE_FIRSTSIMSOL = 49, CORE_FIRSTCUSTSOL = 51, CORE_MAXSOL = 64, DISP_SEG_7/DISP_SEG_16 layout macros, CORE_SEG16/CORE_SEG8/CORE_SEG7S; src/wpc/core.c core_swSeq2m/core_m2swSeq/core_getSw/core_setSw, core_updateSw synthetic-flipper-solenoid fallback, core_getSol GEN_ALLS11 branch, MACHINE_DRIVER_START(PinMAME) MDRV_SWITCH_CONV/MDRV_LAMP_CONV; src/wpc/gen.h GEN_S11X; src/libpinmame/libpinmame.h PINMAME_HARDWARE_GEN_S11X

    src/wpc/s11games.c:38src/wpc/s11.c:191src/wpc/s11.hsrc/wpc/core.hsrc/wpc/core.csrc/wpc/gen.hsrc/libpinmame/libpinmame.hlines 38 INITGAMEFULL macro definition and line 143 INITGAMEFULL(hs,GEN_S11X,s11_dispS11,0,FLIP_SWNO(37,38),S11_BCDDIAG,0,0,0,49,50,35,34,33,0), expanding to hsGameData = {GEN_S11X, s11_dispS11, {FLIP_SWNO(37,38),0,0,0,0,S11_BCDDIAG,0,0}, NULL, {{0}}, {0,{49,50,35,34,33,0}}} -- so hw.swCol/lampCol/custSol/soundBoard are 0, hw.display = S11_BCDDIAG, hw.gameSpecific1 = hw.gameSpecific2 = 0, the whole wpc struct (including wpc.invSw) is zero-initialised, sxx.muxSol = 0 and sxx.ssSw = {49,50,35,34,33,0
    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • Human review

    BSD-3-Clause

    controller-profile.pinmame-system-11

    System 11 public switch/lamp sequential column-major 1-64 numbering, the four negative diagnostic addresses, the single Country jumper, and the solenoid address rules for the switched/controlled/special banks, the S11_GAMEONSOL enable, the A/C mux alias bank, the sound-overlay range, the synthetic flipper outputs and the custom-solenoid base

    internal:controllers/pinmame/system-11.json
    by
    PinMAME contributors
    rev
    repository
  • Operator manual

    manual.williams.high-speed.1986

    92-page scan of the Williams High Speed Instruction Manual (title page dated February 24, 1986; inner title page 16-541-101, January 28, 1986) with an Acrobat Paper-Capture OCR text layer. For Sections 1 and 2, printed page = PDF page - 8, verified against the printed footers. The copy is rebound and partly out of order: PDF page 4 is an unpaginated quick-reference foldout carrying both the Switch-Matrix Table and the Lamp-Matrix Table; PDF 34 repeats the Switch-Matrix Table at printed page 26; PDF 33 is the Solenoid Table at printed page 25; PDF 40/41/42 are the Switches, Lamps and Solenoids/Flashers parts lists at printed 32/33/34; PDF 43-47 are the mechanism assembly pages at printed 35-39; PDF 49 is the Master Display Board at printed 41; PDF 55-58 are the four-page Amendments sheet in reverse order (PDF 58 is Amendment Page 1); PDF 59 duplicates the Solenoid Table beside the ROM Summary; PDF 81 is the Power Wiring Diagram at printed page 47.

    external:pinmame-manuals/by-machine/williams.high-speed.1986/archive-williams-high-speed-instruction-manual/high_speed_instruction_manual.pdf
    by
    Williams Electronics, Inc.; scan hosted by the Internet Archive
    sha256
    4aa21267d2ed…
  • Human review

    manual-support.williams.high-speed.1986

    Retained reading log for the manual: the verified printed-to-PDF page offset, the out-of-order sheets in this rebound copy, which page settled which fact, and the list of questions the manual does not answer.

    external:pinmame-review-artifacts/high-speed-1986/manual-transcription.md
    by
    pinmame-game-defs curation
    rev
    2026-08-08
    sha256
    7ec30ad943a4…
  • VPX table

    vpx-table.high-speed-1986

    Retained known-working VPX recreation of the physical machine (table_version 2.0, author_name 32assassin, release_date 1-12-2017 per info.json). Exact playfield bounds are left=0 top=0 right=952 bottom=1974; normalized coordinates are x/952 and y/1974. Geometry authority only for named table objects, and only where the manual's own numbered locations drawings agree.

    external:pinmame-vpx-sources/williams/high-speed-1986/source/High%20Speed%20%28Williams%201986%29.vpx
    by
    32assassin
    sha256
    f57801a428f7…
  • VPX script

    vpx-script.high-speed-1986

    Retained embedded script (92,314 bytes). Runtime and mechanism-causality authority: cGameName = "hs_l4", UseLamps = 0 with an explicit UpdateLamps routine (so lamp bindings come from that routine and not from object-name patterns), UseGI = 0 with an explicit PFGI routine, the SolCallback table for solenoids 1, 2, 3, 5, 6, 7, 8, 9, 11, 12, 13, 14, 15, 22, 23 and sLRFlipper/sLLFlipper, the cvpmBallStack helpers for the trough, the eject-hole saucer and the two hideouts, and the Controller.Switch/vpmTimer.PulseSw switch semantics for the lanes, targets, bumpers, spinners and slingshots. Full object-by-object cross-reference in external:pinmame-review-artifacts/high-speed-1986/vpx-geometry.txt.

    external:pinmame-vpx-sources/williams/high-speed-1986/extracted-vpxtool/script.vbs
    by
    32assassin
    sha256
    149cab01a1fb…
  • VPX table

    vpx-extraction.high-speed-1986

    Retained vpxtool extraction, 1712 files, produced from the retained table with vpxtool git:v0.33.3. Bounds are left=0 top=0 right=952 bottom=1974.

    external:pinmame-vpx-sources/williams/high-speed-1986/extracted-vpxtool/
    by
    vpxtool extraction

Something wrong or missing?

This definition still has 2 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