No Fear: Dangerous Sports

Partial

Williams1995WPCwilliams.no-fear-dangerous-sports.1995

1 unresolved conflict

  • Legacy sources disagree on label: 'ROM Started' versus 'Flasher: No Fear (x2)'. binding:pinmame.output.solenoid/19/None

Wire it up

what an authoring tool needs first
Bind this ROM
nf_23x

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

Controller platform
pinmame.wpc

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
1–118 (49)
Solenoids
1–28 (25)
Lamps
11–88 (62)
Cabinet & flipper inputs
112flipper.lower.right114flipper.lower.left116flipper.upper.right118flipper.upper.left1cabinet.coin.12cabinet.coin.23cabinet.coin.34cabinet.coin.4

Portable roles — the consuming engine maps them to its own input actions.

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.

49 addresses

Switch map

Column × row matrix — the address is column·row.

used unused
 
1
2
3
4
5
6
7
8
1
2
3
4
5
6
11
Hover or tap an address to identify it.

Outside the matrix1, 2, 3, 4, 5, 6, 7, 8 — dedicated, diagnostic or flipper-column addresses. See the table below.

49 shown
# Name Device ID Role Evidence
1
Coin Button 1
switch.coin-1
cabinet.coin.1
candidate
2
Coin Button 2
switch.coin-2
cabinet.coin.2
candidate
3
Coin Button 3
switch.coin-3
cabinet.coin.3
candidate
4
Coin Button 4
switch.coin-4
cabinet.coin.4
candidate
5
Cancel
switch.cancel
service.cancel
candidate
6
Down
switch.down
service.down
candidate
7
Up
switch.up
service.up
candidate
8
Enter
switch.enter
service.enter
candidate
11
Launch Button
switch.launch-button
candidate
14
Plumb Bob TiltNC
switch.plumb-bob-tilt
candidate
15
Shooter Lane
switch.shooter-lane
candidate
16
Spinner
switch.spinner
candidate
17
Left Rollover
switch.left-rollover
candidate
18
Right Rollover
switch.right-rollover
candidate
22
Coin Door ClosedNC
switch.coin-door-closed
candidate
23
Buy-In Button
switch.buy-in-button
candidate
24
Always ClosedNC
switch.always-closed
candidate
25
Kickback Lane
switch.kickback-lane
candidate
26
Left Outlane
switch.left-outlane
candidate
27
Left Slingshot
switch.left-slingshot
candidate
28
Right Slingshot
switch.right-slingshot
candidate
31
Trough Eject Confirmation
switch.trough-eject-confirmation
candidate
32
Trough 1 (Nearest Shooter)
switch.trough-1-nearest-shooter
candidate
33
Trough 2
switch.trough-2
candidate
34
Trough 3
switch.trough-3
candidate
35
Trough 4 (Nearest Drain)
switch.trough-4-nearest-drain
candidate
37
Left Jet Bumper
switch.left-jet-bumper
candidate
38
Right Jet Bumper
switch.right-jet-bumper
candidate
41
Right Popper (Subway VUK)
switch.right-popper-subway-vuk
candidate
42
Bottom Jet Bumper
switch.bottom-jet-bumper
candidate
46
Magnet Opto Left
switch.magnet-opto-left
candidate
47
Magnet Opto Center
switch.magnet-opto-center
candidate
48
Magnet Opto Right
switch.magnet-opto-right
candidate
51
Drop Target
switch.drop-target
candidate
54
Wire Ramp
switch.wire-ramp
candidate
55
Inner Loop
switch.inner-loop
candidate
56
Standup Target Left
switch.standup-target-left
candidate
57
Standup Target Right
switch.standup-target-right
candidate
58
Right Loop
switch.right-loop
candidate
61
Left Scoop (Left Eject Kicker)
switch.left-scoop-left-eject-kicker
candidate
62
Left Loop
switch.left-loop
candidate
63
Left Plastic Ramp Entry
switch.left-plastic-ramp-entry
candidate
64
Left Plastic Ramp Exit
switch.left-plastic-ramp-exit
candidate
66
Right Plastic Ramp Entry
switch.right-plastic-ramp-entry
candidate
67
Right Plastic Ramp Exit
switch.right-plastic-ramp-exit
candidate
112
Lower Right Flipper
switch.flipper-lower-right
flipper.lower.right
candidate
114
Lower Left Flipper
switch.flipper-lower-left
flipper.lower.left
candidate
116
Upper Right Flipper
switch.flipper-upper-right
flipper.upper.right
candidate
118
Upper Left Flipper
switch.flipper-upper-left
flipper.upper.left
candidate

Controlled devices

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

Coils, magnets & motors

16
16 shown
# Name Device ID Kind Evidence
1
Right Popper (Subway VUK)
device.right-popper-subway-vuk Coil candidate
2
Auto Plunger
device.auto-plunger Coil candidate
3
Right Magnet
device.right-magnet Magnet candidate
4
Kickback
device.kickback Coil candidate
5
Center Magnet
device.center-magnet Magnet candidate
6
Left Magnet
device.left-magnet Magnet candidate
7
Knocker
device.knocker Coil candidate
8
Drop Target Down
device.drop-target-down Coil candidate
9
Not Used
device.not-used Coil candidate
10
Right Slingshot
device.right-slingshot Coil candidate
11
Left Slingshot
device.left-slingshot Coil candidate
12
Drop Target Up (Reset)
device.drop-target-up-reset Coil candidate
13
Not Used
device.not-used.13 Coil candidate
14
Trough Eject
device.trough-eject Coil candidate
15
Left Eject (Left Scoop)
device.left-eject-left-scoop Coil candidate
16
Skull Mouth
device.skull-mouth Coil candidate

Flashers

9
9 shown
# Name Device ID Evidence
17
Flasher: Flipper Return (x2)
device.flasher-flipper-return-x2 candidate
18
Flasher: Spinner
device.flasher-spinner candidate
19
ROM Started
device.game-on candidate
20
Flasher: Right Ramp
device.flasher-right-ramp candidate
21
Flasher: Skull (x2)
device.flasher-skull-x2 candidate
23
Flasher: Left Ramp
device.flasher-left-ramp candidate
24
Flasher: Top Left
device.flasher-top-left candidate
25
Flasher: AutoFire (x2)
device.flasher-autofire-x2 candidate
28
Flasher: Right Popper
device.flasher-right-popper candidate

Lamps

62

Lamp map

Column × row matrix — the address is column·row.

used unused
 
1
2
3
4
5
6
7
8
1
2
3
4
5
6
7
8
Hover or tap an address to identify it.
62 shown
# Name Device ID Evidence
11
outputs 11
lamp.outputs-11 candidate
12
outputs 12
lamp.outputs-12 candidate
13
outputs 13
lamp.outputs-13 candidate
14
outputs 14
lamp.outputs-14 candidate
15
outputs 15
lamp.outputs-15 candidate
16
outputs 16
lamp.outputs-16 candidate
17
outputs 17
lamp.outputs-17 candidate
18
outputs 18
lamp.outputs-18 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
25
outputs 25
lamp.outputs-25 candidate
26
outputs 26
lamp.outputs-26 candidate
27
outputs 27
lamp.outputs-27 candidate
28
outputs 28
lamp.outputs-28 candidate
31
outputs 31
lamp.outputs-31 candidate
32
outputs 32
lamp.outputs-32 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
41
outputs 41
lamp.outputs-41 candidate
42
outputs 42
lamp.outputs-42 candidate
43
outputs 43
lamp.outputs-43 candidate
44
outputs 44
lamp.outputs-44 candidate
45
outputs 45
lamp.outputs-45 candidate
46
outputs 46
lamp.outputs-46 candidate
47
outputs 47
lamp.outputs-47 candidate
48
outputs 48
lamp.outputs-48 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
57
outputs 57
lamp.outputs-57 candidate
61
outputs 61
lamp.outputs-61 candidate
62
outputs 62
lamp.outputs-62 candidate
63
outputs 63
lamp.outputs-63 candidate
64
outputs 64
lamp.outputs-64 candidate
65
outputs 65
lamp.outputs-65 candidate
66
outputs 66
lamp.outputs-66 candidate
67
outputs 67
lamp.outputs-67 candidate
68
outputs 68
lamp.outputs-68 candidate
71
outputs 71
lamp.outputs-71 candidate
72
outputs 72
lamp.outputs-72 candidate
73
outputs 73
lamp.outputs-73 candidate
74
outputs 74
lamp.outputs-74 candidate
75
outputs 75
lamp.outputs-75 candidate
76
outputs 76
lamp.outputs-76 candidate
77
outputs 77
lamp.outputs-77 candidate
78
outputs 78
lamp.outputs-78 candidate
81
outputs 81
lamp.outputs-81 candidate
82
outputs 82
lamp.outputs-82 candidate
83
outputs 83
lamp.outputs-83 candidate
84
outputs 84
lamp.outputs-84 candidate
85
outputs 85
lamp.outputs-85 candidate
86
outputs 86
lamp.outputs-86 candidate
88
outputs 88
lamp.outputs-88 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 Williams (1995). 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

  • platforms/wpc.json#/coils/1: Unbound legacy outputs record c_flipper_lower_right was retained as a migration note only.
  • platforms/wpc.json#/coils/2: Unbound legacy outputs record c_flipper_lower_left was retained as a migration note only.
  • platforms/wpc.json#/coils/3: Unbound legacy outputs record c_flipper_upper_right was retained as a migration note only.
  • platforms/wpc.json#/coils/4: Unbound legacy outputs record c_flipper_upper_left was retained as a migration note only.
  • games/nf.json#/switches/0._note: Controller.Switch(11) set via PlungerKey and LockBarKey
  • games/nf.json#/switches/1._note: vpmNudge.TiltSwitch = 14
  • games/nf.json#/switches/2._note: Controller.Switch(15) on/off. Auto plunger (cvpmImpulseP) fires from this switch.
  • games/nf.json#/switches/3._note: sw16_spin PulseSw 16. Spinner object with sw16_Animate.
  • games/nf.json#/switches/4._note: Controller.Switch(17) on/off
  • games/nf.json#/switches/5._note: Controller.Switch(18) on/off
  • games/nf.json#/switches/6._note: Controller.Switch(22) = 1 on init
  • games/nf.json#/switches/7._note: Controller.Switch(23) set via keyFront
  • games/nf.json#/switches/8._note: Controller.Switch(24) = 1 on init. Always closed switch.
  • games/nf.json#/switches/9._note: Controller.Switch(25) on/off. KickBackIM.AddBall/RemoveBall on hit/unhit.
  • games/nf.json#/switches/10._note: Controller.Switch(26) on/off
  • games/nf.json#/switches/11._note: sw27_Slingshot PulseSw 27. Slingshot object with animation timer.
  • games/nf.json#/switches/12._note: sw28_Slingshot PulseSw 28. Slingshot object with animation timer.
  • games/nf.json#/switches/13._note: PulseSw 31 fired in ReleaseBall sub after trough eject.
  • games/nf.json#/switches/14._note: Ball trough position 1. sw32.kick used by ReleaseBall solenoid.
  • games/nf.json#/switches/15._note: Ball trough position 2
  • games/nf.json#/switches/16._note: Ball trough position 3
  • games/nf.json#/switches/17._note: Ball trough position 4
  • games/nf.json#/switches/18._note: Controller.Switch(37) on/off
  • games/nf.json#/switches/19._note: Controller.Switch(38) on/off
  • games/nf.json#/switches/20._note: Controller.Switch(41) on/off. SubwayVUK solenoid ejects from this kicker.
  • games/nf.json#/switches/21._note: Controller.Switch(42) on/off
  • games/nf.json#/switches/22._note: PulseSw 46. Opto on jump ramp magnet path.
  • games/nf.json#/switches/23._note: PulseSw 47. Opto on jump ramp magnet path.
  • games/nf.json#/switches/24._note: PulseSw 48. Opto on jump ramp magnet path.
  • games/nf.json#/switches/25._note: DTHit 51. Single drop target with sw51a alternate prim. DropTargetUP (coil 12) and DropTargetDOWN (coil 8).
  • games/nf.json#/switches/26._note: Controller.Switch(54) on/off
  • games/nf.json#/switches/27._note: PulseSw 55
  • games/nf.json#/switches/28._note: STHit 56. Standup target with animation.
  • games/nf.json#/switches/29._note: STHit 57. Standup target with animation.
  • games/nf.json#/switches/30._note: PulseSw 58
  • games/nf.json#/switches/31._note: Controller.Switch(61) on/off. LeftKicker solenoid (coil 15) ejects from this kicker.
  • games/nf.json#/switches/32._note: PulseSw 62
  • games/nf.json#/switches/33._note: PulseSw 63
  • games/nf.json#/switches/34._note: PulseSw 64
  • games/nf.json#/switches/35._note: PulseSw 66
  • games/nf.json#/switches/36._note: PulseSw 67
  • games/nf.json#/coils/0._vbscript_callback: SubwayVUK
  • games/nf.json#/coils/0._inferred_type: ball_management
  • games/nf.json#/coils/0._note: Ejects ball from sw41 kicker via KickBall. Ball kicked at angle 135.
  • games/nf.json#/coils/1._vbscript_callback: SolAutoPlungerIM
  • games/nf.json#/coils/1._inferred_type: ball_management
  • games/nf.json#/coils/1._note: cvpmImpulseP auto-fires from sw15 (shooter lane)
  • games/nf.json#/coils/2._vbscript_callback: Rmag
  • games/nf.json#/coils/2._inferred_type: magnet
  • games/nf.json#/coils/2._note: Jump ramp magnet. Affects ball velocity when enabled. VPX object: RightMagnet.
  • games/nf.json#/coils/3._vbscript_callback: SolKickbackIM
  • games/nf.json#/coils/3._inferred_type: ball_management
  • games/nf.json#/coils/3._note: cvpmImpulseP kickback fires from sw25 lane
  • games/nf.json#/coils/4._vbscript_callback: Cmag
  • games/nf.json#/coils/4._inferred_type: magnet
  • games/nf.json#/coils/4._note: Jump ramp magnet. VPX object: CenterMagnet.
  • games/nf.json#/coils/5._vbscript_callback: Lmag
  • games/nf.json#/coils/5._inferred_type: magnet
  • games/nf.json#/coils/5._note: Jump ramp magnet. VPX object: LeftMagnet.
  • games/nf.json#/coils/6._vbscript_callback: SolKnocker
  • games/nf.json#/coils/6._inferred_type: knocker
  • games/nf.json#/coils/7._vbscript_callback: DropTargetDOWN
  • games/nf.json#/coils/7._inferred_type: drop_target_knock_down
  • games/nf.json#/coils/7._note: Knocks down drop target at sw51
  • games/nf.json#/coils/8._inferred_type: unused
  • games/nf.json#/coils/8._note: Commented out: '9-N.U.
  • games/nf.json#/coils/9._inferred_type: slingshot
  • games/nf.json#/coils/9._note: Commented out in SolCallback — handled by VPX directly. VPX object: sw28.
  • games/nf.json#/coils/10._inferred_type: slingshot
  • games/nf.json#/coils/10._note: Commented out in SolCallback — handled by VPX directly. VPX object: sw27.
  • games/nf.json#/coils/11._vbscript_callback: DropTargetUP
  • games/nf.json#/coils/11._inferred_type: drop_target_reset
  • games/nf.json#/coils/11._note: Resets drop target at sw51
  • games/nf.json#/coils/12._inferred_type: unused
  • games/nf.json#/coils/12._note: Commented out: '13-N.U.
  • games/nf.json#/coils/13._vbscript_callback: ReleaseBall
  • games/nf.json#/coils/13._inferred_type: ball_management
  • games/nf.json#/coils/13._note: Kicks ball from sw32 (trough position 1) and pulses sw31. Custom trough, not bsTrough.
  • games/nf.json#/coils/14._vbscript_callback: LeftKicker
  • games/nf.json#/coils/14._inferred_type: ball_management
  • games/nf.json#/coils/14._note: Ejects ball from sw61 kicker via KickBall. Ball kicked at angle 170.
  • games/nf.json#/coils/15._vbscript_callback: SolMouth
  • games/nf.json#/coils/15._inferred_type: mechanism
  • games/nf.json#/coils/15._note: Controls FlipperJaw (mechanical flipper object). RotateToEnd on enable, RotateToStart on disable. Skull jaw animation.
  • games/nf.json#/coils/16._vbscript_callback: FlashMod117
  • games/nf.json#/coils/16._inferred_type: flasher
  • games/nf.json#/coils/16._note: SolModCallback PWM. Two flashers: f117a, f117b.
  • games/nf.json#/coils/17._vbscript_callback: FlashMod118
  • games/nf.json#/coils/17._inferred_type: flasher
  • games/nf.json#/coils/17._note: SolModCallback PWM. Single flasher with mayo.
  • games/nf.json#/coils/18._vbscript_callback: FlashMod119
  • games/nf.json#/coils/18._inferred_type: flasher
  • games/nf.json#/coils/18._note: SolModCallback PWM. Single flasher with mayo.
  • games/nf.json#/coils/19._vbscript_callback: FlashMod120
  • games/nf.json#/coils/19._inferred_type: flasher
  • games/nf.json#/coils/19._note: SolModCallback PWM.
  • games/nf.json#/coils/20._vbscript_callback: FlashMod121
  • games/nf.json#/coils/20._inferred_type: flasher
  • games/nf.json#/coils/20._note: SolModCallback PWM. f121 initialized to State=0 in Table1_Init.
  • games/nf.json#/coils/21._vbscript_callback: FlashMod123
  • games/nf.json#/coils/21._inferred_type: flasher
  • games/nf.json#/coils/21._note: SolModCallback PWM.
  • games/nf.json#/coils/22._vbscript_callback: FlashMod124
  • games/nf.json#/coils/22._inferred_type: flasher
  • games/nf.json#/coils/22._note: SolModCallback PWM. Single flasher with mayo.
  • games/nf.json#/coils/23._vbscript_callback: FlashMod125
  • games/nf.json#/coils/23._inferred_type: flasher
  • games/nf.json#/coils/23._note: SolModCallback PWM. Two flashers: f125a, f125b.
  • games/nf.json#/coils/24._vbscript_callback: FlashMod128
  • games/nf.json#/coils/24._inferred_type: flasher
  • games/nf.json#/coils/24._note: SolModCallback PWM. f128 initialized to State=0 in Table1_Init.
  • games/nf.json#/lamps/60._note: Launch button lamp. LaunchButton.blenddisablelighting controlled by state.
  • games/nf.json#/lamps/61._note: Start button lamp. f88.visible controlled by state.
  • games/nf.json#/_source/confidence_notes: High confidence on switches/coils. No Const sw* definitions — switches identified from _Hit/_UnHit subs, Controller.Switch() calls, and PulseSw calls. Lamps identified from VLM BL_inserts_l* arrays (l11-l85) plus l86 (launch button) and l88 (start button). Flashers (coils 17-25, 28) use SolModCallback with PWM. Slingshots (coils 10-11) commented out — handled by VPX directly. Trough is custom (not bsTrough/cvpmTrough): 4 switches (sw32-sw35), ReleaseBall kicks sw32 and pulses sw31. Three magnets (coils 3,5,6) on jump ramps. Skull mouth (coil 16) uses FlipperJaw mechanical flipper object. Flipper coils use framework constants (sLRFlipper=46, sLLFlipper=48, sURFlipper=34).

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.nf: games/nf.json at the pinned migration revision.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
nf_101No Fear: Dangerous Sports (1.01F LED Ghost Fix / S1.0) 1995nf_23x
nf_23xNo Fear: Dangerous Sports (2.3X Export / S1.1) 1995
nf_23fNo Fear: Dangerous Sports (2.3F French / S1.1) 1995nf_23x
nf_23No Fear: Dangerous Sports (2.3 / S1.1) 1995nf_23x
nf_22No Fear: Dangerous Sports (2.2 / S1.1) 1995nf_23x
nf_20No Fear: Dangerous Sports (2.0 / S1.1) 1995nf_23x
nf_11xNo Fear: Dangerous Sports (1.1X Export / S1.1) 1995nf_23x
nf_10fNo Fear: Dangerous Sports (1.0F French / S1.0) 1995nf_23x

Parent set: nf_23x — 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.nf

    games/nf.json; origin=vbscript-parser

    by
    pinmame-game-defs contributors
    rev
    4ea106d08072
  • Legacy definition

    legacy.platform.wpc

    platforms/wpc.json

    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.

Same platform