Pinbot

Partial
Completion94%

Williams1986SYSTEM-11williams.pinbot.1986 Updated 2026-10-09

Wire it up

what an authoring tool needs first
Bind this ROM
pb_l5

10 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
  • Player 1 score, seven 16-segment alphanumeric digits (C-10866 panel)7×1
  • Player 2 score, seven 16-segment alphanumeric digits (C-10866 panel)7×1
  • Player 3 score, seven 7-segment digits with commas (C-8364-1 panel)7×1
  • Player 4 score, seven 7-segment digits with commas (C-8364-1 panel)7×1
  • Ball In Play / Match, left digit (C-8365-1 panel)1×1
  • Ball In Play / Match, right digit (C-8365-1 panel)1×1
  • Credits, left digit (C-8365-1 panel)1×1
  • Credits, right digit (C-8365-1 panel)1×1
Address space
Switches
-7–88 (76)
Solenoids
1–50 (50)
Lamps
1–64 (64)
DIP
0–0 (1)
Cabinet & flipper inputs
82flipper.lower.right.button84flipper.lower.left.button1cabinet.tilt2cabinet.tilt3cabinet.start4cabinet.coin5cabinet.coin6cabinet.coin7cabinet.slam-tilt8cabinet.service9cabinet.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

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

10 Left Lane Change11 Right Lane Change12 Left Outlane13 Left Return Lane14 Right Return Lane15 Right Outlane216 Outhole · 1 Outhole Kicker317 Ball Trough #1 (Lower Right) · 18 Ball Trough #2 (Center) · 2 Ball Shooter Lane Feeder19 Advance Planet20 Shooter Lane22 Vortex 20K23 Vortex 100K24 Vortex 5K (Exit)225 Left Eye Eject · 7 Left Eye Eject Hole226 Right Eye Eject · 8 Right Eye Eject Hole28 Visor Target 1 (Left, Yellow)29 Visor Target 2 (Blue)30 Visor Target 3 (Center, Amber)31 Visor Target 4 (Green)32 Visor Target 5 (Right, Red)33 Right 5-Bank Target 1 (Top)34 Right 5-Bank Target 235 Right 5-Bank Target 3 (Center)36 Right 5-Bank Target 437 Right 5-Bank Target 5 (Bottom)238 Single Eject · 3 Single Eject Hole39 Exit Ramp40 Enter Ramp344 Ramp Down · 5 Ramp Raise · 6 Ramp Lower45 Score Energy346 Visor Closed · 47 Visor Open · 13 Visor Motor Relay348 Left Jet Bumper · 12 Playfield G.I. Relay · 19 Left Jet Bumper49 Left Drop Target (Upper)250 Left Drop Target (Mid) · 4 3-Bank Drop Target Reset51 Left Drop Target (Lower)352 Top Jet Bumper · 12 Playfield G.I. Relay · 22 Upper Jet Bumper353 Bottom Jet Bumper · 12 Playfield G.I. Relay · 17 Lower Jet Bumper254 Left Sling · 20 Left Kicker255 Right Sling · 21 Right Kicker56 10 Point (Left Rubber)59 10 Point (Right Rubber)60 10 Point (Upper Left Rubber)12 Playfield G.I. Relay12 Playfield G.I. Relay12 Playfield G.I. Relay12 Playfield G.I. Relay12 Playfield G.I. Relay12 Playfield G.I. Relay212 Playfield G.I. Relay · 29 Lower Playfield and Top Backbox Flashers #112 Playfield G.I. Relay12 Playfield G.I. Relay12 Playfield G.I. Relay12 Playfield G.I. Relay12 Playfield G.I. Relay12 Playfield G.I. Relay12 Playfield G.I. Relay12 Playfield G.I. Relay12 Playfield G.I. Relay12 Playfield G.I. Relay12 Playfield G.I. Relay12 Playfield G.I. Relay12 Playfield G.I. Relay12 Playfield G.I. Relay12 Playfield G.I. Relay12 Playfield G.I. Relay12 Playfield G.I. Relay26 Upper Playfield and Top Backbox Flashers #226 Upper Playfield and Top Backbox Flashers #229 Lower Playfield and Top Backbox Flashers #130 Energy Flashers31 Left Playfield Flashers31 Left Playfield Flashers32 Sun Flasher9 Bonus 2X10 Bonus 3X11 Bonus 4X12 Bonus 5X13 Single Eject 25K14 Single Eject 50K15 Single Eject 75K16 Single Eject Lites Extra Ball17 Drop Target Single Timer18 Advance Planet19 Pluto20 Neptune21 Uranus22 Saturn23 Jupiter24 Mars25 Earth26 Venus27 Mercury28 Chest Yellow 1 (Upper)29 Chest Yellow 230 Chest Yellow 3 (Middle)31 Chest Yellow 432 Chest Yellow 5 (Lower)33 Shoot Again34 Score Energy35 Solar Energy Value36 Chest Blue 1 (Upper)37 Chest Blue 238 Chest Blue 3 (Middle)39 Chest Blue 440 Chest Blue 5 (Lower)41 Drop Target (Upper)42 Drop Target (Middle)43 Drop Target (Lower)44 Chest Amber 1 (Upper)45 Chest Amber 246 Chest Amber 3 (Middle)47 Chest Amber 448 Chest Amber 5 (Lower)49 Left Outlane Extra Ball50 Left Return Extra Ball51 Special52 Chest Green 1 (Upper)53 Chest Green 254 Chest Green 3 (Middle)55 Chest Green 456 Chest Green 5 (Lower)57 Right Outlane Extra Ball58 Right Return Extra Ball60 Chest Red 1 (Upper)61 Chest Red 262 Chest Red 3 (Middle)63 Chest Red 464 Chest Red 5 (Lower)

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 playfield90
  • sensorsenses the ball44
  • effectmoves the ball14
  • nStackseveral devices in one spot14
119 devices shown

Not on the playfield38 cabinet or service, 20 virtual, 18 unused, 1 dip switch, 1 internal nonvisual — declared rather than missing.

Coverage

Partial

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

Completion94%

Progress is derived from the fixed author-readiness requirements. It helps rank unfinished work, but only a 100% author-ready definition passes the publication gate.

Catalog Identity
validated
Address Enumeration
validated
Semantic Naming
validated
Physical Wiring
validated
Mechanisms
validated
Variant Coverage
validated
Recreation Knowledge
validated
Still missing · 1
Spatial Placement

Switches

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

76 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
65–72
73–80
81–88
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.

76 shown
# Name Device ID Role Wiring Evidence
-7
Advance (Diagnostic)
Button
switch.diagnostic-7
service.advance
validated
-6
Auto-Up/Manual-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 11A CPU board
validated
2
Ball Roll Tilt
Tilt
switch.matrix-2
cabinet.tilt
1J8-1GRN-BRN
1J10-8WHT-RED
System 11A CPU board
validated
3
Credit Button
Button
switch.matrix-3
cabinet.start
1J8-1GRN-BRN
1J10-7WHT-ORN
System 11A CPU board
validated
4
Right Coin Chute
Other
switch.matrix-4
cabinet.coin
1J8-1GRN-BRN
1J10-6WHT-YEL
System 11A CPU board
validated
5
Center Coin Chute
Other
switch.matrix-5
cabinet.coin
1J8-1GRN-BRN
1J10-5WHT-GRN
System 11A CPU board
validated
6
Left Coin Chute
Other
switch.matrix-6
cabinet.coin
1J8-1GRN-BRN
1J10-3WHT-BLU
System 11A CPU board
validated
7
Slam Tilt
Tilt
switch.matrix-7
cabinet.slam-tilt
1J8-1GRN-BRN
1J10-2WHT-VIO
System 11A CPU board
validated
8
High Score Reset
Button
switch.matrix-8
cabinet.service
1J8-1GRN-BRN
1J10-1WHT-GRY
System 11A CPU board
validated
9
Playfield Tilt
Tilt
switch.matrix-9
cabinet.tilt
1J8-2GRN-RED
1J10-9WHT-BRN
System 11A CPU board
validated
10
Left Lane Change
Leaf
switch.matrix-10
1J8-2GRN-RED
1J10-8WHT-RED
System 11A CPU board
validated
11
Right Lane Change
Leaf
switch.matrix-11
1J8-2GRN-RED
1J10-7WHT-ORN
System 11A CPU board
validated
12
Left Outlane
Leaf
switch.matrix-12
1J8-2GRN-RED
1J10-6WHT-YEL
System 11A CPU board
validated
13
Left Return Lane
Leaf
switch.matrix-13
1J8-2GRN-RED
1J10-5WHT-GRN
System 11A CPU board
validated
14
Right Return Lane
Leaf
switch.matrix-14
1J8-2GRN-RED
1J10-3WHT-BLU
System 11A CPU board
validated
15
Right Outlane
Leaf
switch.matrix-15
1J8-2GRN-RED
1J10-2WHT-VIO
System 11A CPU board
validated
16
Outhole
switch.matrix-16
1J8-2GRN-RED
1J10-1WHT-GRY
System 11A CPU board
validated
17
Ball Trough #1 (Lower Right)
Microswitch
switch.matrix-17
1J8-3GRN-ORN
1J10-9WHT-BRN
System 11A CPU board
validated
18
Ball Trough #2 (Center)
Microswitch
switch.matrix-18
1J8-3GRN-ORN
1J10-8WHT-RED
System 11A CPU board
validated
19
Advance Planet
Leaf
switch.matrix-19
1J8-3GRN-ORN
1J10-7WHT-ORN
System 11A CPU board
validated
20
Shooter Lane
Leaf
switch.matrix-20
1J8-3GRN-ORN
1J10-6WHT-YEL
System 11A CPU board
validated
21
Not Used (Matrix Position 21)
switch.matrix-21
1J8-3GRN-ORN
1J10-5WHT-GRN
System 11A CPU board
validated
22
Vortex 20K
Leaf
switch.matrix-22
1J8-3GRN-ORN
1J10-3WHT-BLU
System 11A CPU board
validated
23
Vortex 100K
Leaf
switch.matrix-23
1J8-3GRN-ORN
1J10-2WHT-VIO
System 11A CPU board
validated
24
Vortex 5K (Exit)
Leaf
switch.matrix-24
1J8-3GRN-ORN
1J10-1WHT-GRY
System 11A CPU board
validated
25
Left Eye Eject
switch.matrix-25
1J8-4GRN-YEL
1J10-9WHT-BRN
System 11A CPU board
validated
26
Right Eye Eject
switch.matrix-26
1J8-4GRN-YEL
1J10-8WHT-RED
System 11A CPU board
validated
27
Not Used (Matrix Position 27)
switch.matrix-27
1J8-4GRN-YEL
1J10-7WHT-ORN
System 11A CPU board
validated
28
Visor Target 1 (Left, Yellow)
Leaf
switch.matrix-28
1J8-4GRN-YEL
1J10-6WHT-YEL
System 11A CPU board
validated
29
Visor Target 2 (Blue)
Leaf
switch.matrix-29
1J8-4GRN-YEL
1J10-5WHT-GRN
System 11A CPU board
validated
30
Visor Target 3 (Center, Amber)
Leaf
switch.matrix-30
1J8-4GRN-YEL
1J10-3WHT-BLU
System 11A CPU board
validated
31
Visor Target 4 (Green)
Leaf
switch.matrix-31
1J8-4GRN-YEL
1J10-2WHT-VIO
System 11A CPU board
validated
32
Visor Target 5 (Right, Red)
Leaf
switch.matrix-32
1J8-4GRN-YEL
1J10-1WHT-GRY
System 11A CPU board
validated
33
Right 5-Bank Target 1 (Top)
Leaf
switch.matrix-33
1J8-5GRN-BLK
1J10-9WHT-BRN
System 11A CPU board
validated
34
Right 5-Bank Target 2
Leaf
switch.matrix-34
1J8-5GRN-BLK
1J10-8WHT-RED
System 11A CPU board
validated
35
Right 5-Bank Target 3 (Center)
Leaf
switch.matrix-35
1J8-5GRN-BLK
1J10-7WHT-ORN
System 11A CPU board
validated
36
Right 5-Bank Target 4
Leaf
switch.matrix-36
1J8-5GRN-BLK
1J10-6WHT-YEL
System 11A CPU board
validated
37
Right 5-Bank Target 5 (Bottom)
Leaf
switch.matrix-37
1J8-5GRN-BLK
1J10-5WHT-GRN
System 11A CPU board
validated
38
Single Eject
switch.matrix-38
1J8-5GRN-BLK
1J10-3WHT-BLU
System 11A CPU board
validated
39
Exit Ramp
Leaf
switch.matrix-39
1J8-5GRN-BLK
1J10-2WHT-VIO
System 11A CPU board
validated
40
Enter Ramp
Leaf
switch.matrix-40
1J8-5GRN-BLK
1J10-1WHT-GRY
System 11A CPU board
validated
41
Not Used (Matrix Position 41)
switch.matrix-41
1J8-7GRN-BLU
1J10-9WHT-BRN
System 11A CPU board
validated
42
Not Used (Matrix Position 42)
switch.matrix-42
1J8-7GRN-BLU
1J10-8WHT-RED
System 11A CPU board
validated
43
Not Used (Matrix Position 43)
switch.matrix-43
1J8-7GRN-BLU
1J10-7WHT-ORN
System 11A CPU board
validated
44
Ramp Down
Microswitch
switch.matrix-44
1J8-7GRN-BLU
1J10-6WHT-YEL
System 11A CPU board
validated
45
Score Energy
Leaf
switch.matrix-45
1J8-7GRN-BLU
1J10-5WHT-GRN
System 11A CPU board
validated
46
Visor Closed
Microswitch
switch.matrix-46
1J8-7GRN-BLU
1J10-3WHT-BLU
System 11A CPU board
validated
47
Visor Open
Microswitch
switch.matrix-47
1J8-7GRN-BLU
1J10-2WHT-VIO
System 11A CPU board
validated
48
Left Jet Bumper
Leaf
switch.matrix-48
1J8-7GRN-BLU
1J10-1WHT-GRY
System 11A CPU board
validated
49
Left Drop Target (Upper)
switch.matrix-49
1J8-8GRN-VIO
1J10-9WHT-BRN
System 11A CPU board
validated
50
Left Drop Target (Mid)
switch.matrix-50
1J8-8GRN-VIO
1J10-8WHT-RED
System 11A CPU board
validated
51
Left Drop Target (Lower)
switch.matrix-51
1J8-8GRN-VIO
1J10-7WHT-ORN
System 11A CPU board
validated
52
Top Jet Bumper
Leaf
switch.matrix-52
1J8-8GRN-VIO
1J10-6WHT-YEL
System 11A CPU board
validated
53
Bottom Jet Bumper
Leaf
switch.matrix-53
1J8-8GRN-VIO
1J10-5WHT-GRN
System 11A CPU board
validated
54
Left Sling
Leaf
switch.matrix-54
1J8-8GRN-VIO
1J10-3WHT-BLU
System 11A CPU board
validated
55
Right Sling
Leaf
switch.matrix-55
1J8-8GRN-VIO
1J10-2WHT-VIO
System 11A CPU board
validated
56
10 Point (Left Rubber)
Leaf
switch.matrix-56
1J8-8GRN-VIO
1J10-1WHT-GRY
System 11A CPU board
validated
57
Not Used (Matrix Position 57)
switch.matrix-57
1J8-9GRN-GRY
1J10-9WHT-BRN
System 11A CPU board
validated
58
Not Used (Matrix Position 58)
switch.matrix-58
1J8-9GRN-GRY
1J10-8WHT-RED
System 11A CPU board
validated
59
10 Point (Right Rubber)
Leaf
switch.matrix-59
1J8-9GRN-GRY
1J10-7WHT-ORN
System 11A CPU board
validated
60
10 Point (Upper Left Rubber)
Leaf
switch.matrix-60
1J8-9GRN-GRY
1J10-6WHT-YEL
System 11A CPU board
validated
61
Not Used (Matrix Position 61)
switch.matrix-61
1J8-9GRN-GRY
1J10-5WHT-GRN
System 11A CPU board
validated
62
Not Used (Matrix Position 62)
switch.matrix-62
1J8-9GRN-GRY
1J10-3WHT-BLU
System 11A CPU board
validated
63
Not Used (Matrix Position 63)
switch.matrix-63
1J8-9GRN-GRY
1J10-2WHT-VIO
System 11A CPU board
validated
64
Not Used (Matrix Position 64)
switch.matrix-64
1J8-9GRN-GRY
1J10-1WHT-GRY
System 11A CPU board
validated
81
Unused Flipper Column Lower Right End-of-Stroke (81)
Other
switch.flipper-column-81
validated
82
Lower Right Flipper Button (PinMAME Flipper Column)
Button
switch.flipper-column-82
flipper.lower.right.button
validated
83
Unused Flipper Column Lower Left End-of-Stroke (83)
Other
switch.flipper-column-83
validated
84
Lower Left Flipper Button (PinMAME Flipper Column)
Button
switch.flipper-column-84
flipper.lower.left.button
validated
85
Unused Flipper Column Upper Right End-of-Stroke (85)
Other
switch.flipper-column-85
validated
86
Unused Flipper Column Upper Right Button (86)
Other
switch.flipper-column-86
validated
87
Unused Flipper Column Upper Left End-of-Stroke (87)
Other
switch.flipper-column-87
validated
88
Unused Flipper Column Upper Left Button (88)
Other
switch.flipper-column-88
validated

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 Role Wiring Evidence
1
Outhole Kicker
device.outhole-kicker Coil
Q33Gry-Brn
System 11A CPU board
validated
2
Ball Shooter Lane Feeder
device.ball-shooter-lane-feeder Coil
Q25Gry-Red
System 11A CPU board
validated
3
Single Eject Hole
device.single-eject-hole Coil
Q32Gry-Orn
System 11A CPU board
validated
4
3-Bank Drop Target Reset
device.3-bank-drop-target-reset Coil
Q24Gry-Yel
System 11A CPU board
validated
5
Ramp Raise
device.ramp-raise Coil
Q31Gry-Grn
System 11A CPU board
validated
6
Ramp Lower
device.ramp-lower Coil
Q23Gry-Blu
System 11A CPU board
validated
7
Left Eye Eject Hole
device.left-eye-eject-hole Coil
Q30Gry-Vio
System 11A CPU board
validated
8
Right Eye Eject Hole
device.right-eye-eject-hole Coil
Q22Gry-Blk
System 11A CPU board
validated
13
Visor Motor Relay
device.visor-motor-relay Relay
Q15
System 11A CPU board
validated
14
Solenoid Select (A/C) Relay
device.solenoid-select-a-c-relay Relay
internal.ac-select
Q7
System 11A CPU board
validated
17
Lower Jet Bumper
device.lower-jet-bumper Coil
Q75
System 11A CPU board
validated
19
Left Jet Bumper
device.left-jet-bumper Coil
Q73
System 11A CPU board
validated
20
Left Kicker
device.left-kicker Coil
Q69
System 11A CPU board
validated
21
Right Kicker
device.right-kicker Coil
Q77
System 11A CPU board
validated
22
Upper Jet Bumper
device.upper-jet-bumper Coil
Q79
System 11A CPU board
validated
25
Knocker
device.knocker Coil
cabinet.knocker
Q33Gry-Brn
System 11A CPU board
validated

Flashers

10
10 shown
# Name Device ID Role Wiring Evidence
9
Robot Face Flashers (Insert Board)
device.robot-face-flashers-insert-board
cabinet.backbox-flasher
Q17
System 11A CPU board
validated
15
Top Backbox Flashers #3
device.top-backbox-flashers-3
cabinet.backbox-flasher
Q14
System 11A CPU board
validated
16
Top Backbox Flashers #4 (Center)
device.top-backbox-flashers-4-center
cabinet.backbox-flasher
Q6
System 11A CPU board
validated
26
Upper Playfield and Top Backbox Flashers #2
device.upper-playfield-and-top-backbox-flashers-2
Q25Gry-Red
System 11A CPU board
validated
27
Left Insert Board Flasher
device.left-insert-board-flasher
cabinet.backbox-flasher
Q32Gry-Orn
System 11A CPU board
validated
28
Right Insert Board Flasher
device.right-insert-board-flasher
cabinet.backbox-flasher
Q24Gry-Yel
System 11A CPU board
validated
29
Lower Playfield and Top Backbox Flashers #1
device.lower-playfield-and-top-backbox-flashers-1
Q31Gry-Grn
System 11A CPU board
validated
30
Energy Flashers
device.energy-flashers
Q23Gry-Blu
System 11A CPU board
validated
31
Left Playfield Flashers
device.left-playfield-flashers
Q30Gry-Vio
System 11A CPU board
validated
32
Sun Flasher
device.sun-flasher
Q22Gry-Blk
System 11A 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 Q66, row Q80
System 11A CPU board
validated
2
Match
lamp.matrix-2
cabinet.backglass-indicator
column Q66, row Q81
System 11A CPU board
validated
3
Ball In Play
lamp.matrix-3
cabinet.backglass-indicator
column Q66, row Q82
System 11A CPU board
validated
4
Mouth 1 (Left)
lamp.matrix-4
cabinet.backglass-indicator
column Q66, row Q83
System 11A CPU board
validated
5
Mouth 2
lamp.matrix-5
cabinet.backglass-indicator
column Q66, row Q84
System 11A CPU board
validated
6
Mouth 3
lamp.matrix-6
cabinet.backglass-indicator
column Q66, row Q85
System 11A CPU board
validated
7
Mouth 4
lamp.matrix-7
cabinet.backglass-indicator
column Q66, row Q86
System 11A CPU board
validated
8
Mouth 5 (Right)
lamp.matrix-8
cabinet.backglass-indicator
column Q66, row Q87
System 11A CPU board
validated
9
Bonus 2X
lamp.matrix-9
column Q64, row Q80
System 11A CPU board
validated
10
Bonus 3X
lamp.matrix-10
column Q64, row Q81
System 11A CPU board
validated
11
Bonus 4X
lamp.matrix-11
column Q64, row Q82
System 11A CPU board
validated
12
Bonus 5X
lamp.matrix-12
column Q64, row Q83
System 11A CPU board
validated
13
Single Eject 25K
lamp.matrix-13
column Q64, row Q84
System 11A CPU board
validated
14
Single Eject 50K
lamp.matrix-14
column Q64, row Q85
System 11A CPU board
validated
15
Single Eject 75K
lamp.matrix-15
column Q64, row Q86
System 11A CPU board
validated
16
Single Eject Lites Extra Ball
lamp.matrix-16
column Q64, row Q87
System 11A CPU board
validated
17
Drop Target Single Timer
lamp.matrix-17
column Q62, row Q80
System 11A CPU board
validated
18
Advance Planet
lamp.matrix-18
column Q62, row Q81
System 11A CPU board
validated
19
Pluto
lamp.matrix-19
column Q62, row Q82
System 11A CPU board
validated
20
Neptune
lamp.matrix-20
column Q62, row Q83
System 11A CPU board
validated
21
Uranus
lamp.matrix-21
column Q62, row Q84
System 11A CPU board
validated
22
Saturn
lamp.matrix-22
column Q62, row Q85
System 11A CPU board
validated
23
Jupiter
lamp.matrix-23
column Q62, row Q86
System 11A CPU board
validated
24
Mars
lamp.matrix-24
column Q62, row Q87
System 11A CPU board
validated
25
Earth
lamp.matrix-25
column Q60, row Q80
System 11A CPU board
validated
26
Venus
lamp.matrix-26
column Q60, row Q81
System 11A CPU board
validated
27
Mercury
lamp.matrix-27
column Q60, row Q82
System 11A CPU board
validated
28
Chest Yellow 1 (Upper)
lamp.matrix-28
column Q60, row Q83
System 11A CPU board
validated
29
Chest Yellow 2
lamp.matrix-29
column Q60, row Q84
System 11A CPU board
validated
30
Chest Yellow 3 (Middle)
lamp.matrix-30
column Q60, row Q85
System 11A CPU board
validated
31
Chest Yellow 4
lamp.matrix-31
column Q60, row Q86
System 11A CPU board
validated
32
Chest Yellow 5 (Lower)
lamp.matrix-32
column Q60, row Q87
System 11A CPU board
validated
33
Shoot Again
lamp.matrix-33
column Q58, row Q80
System 11A CPU board
validated
34
Score Energy
lamp.matrix-34
column Q58, row Q81
System 11A CPU board
validated
35
Solar Energy Value
lamp.matrix-35
column Q58, row Q82
System 11A CPU board
validated
36
Chest Blue 1 (Upper)
lamp.matrix-36
column Q58, row Q83
System 11A CPU board
validated
37
Chest Blue 2
lamp.matrix-37
column Q58, row Q84
System 11A CPU board
validated
38
Chest Blue 3 (Middle)
lamp.matrix-38
column Q58, row Q85
System 11A CPU board
validated
39
Chest Blue 4
lamp.matrix-39
column Q58, row Q86
System 11A CPU board
validated
40
Chest Blue 5 (Lower)
lamp.matrix-40
column Q58, row Q87
System 11A CPU board
validated
41
Drop Target (Upper)
lamp.matrix-41
column Q56, row Q80
System 11A CPU board
validated
42
Drop Target (Middle)
lamp.matrix-42
column Q56, row Q81
System 11A CPU board
validated
43
Drop Target (Lower)
lamp.matrix-43
column Q56, row Q82
System 11A CPU board
validated
44
Chest Amber 1 (Upper)
lamp.matrix-44
column Q56, row Q83
System 11A CPU board
validated
45
Chest Amber 2
lamp.matrix-45
column Q56, row Q84
System 11A CPU board
validated
46
Chest Amber 3 (Middle)
lamp.matrix-46
column Q56, row Q85
System 11A CPU board
validated
47
Chest Amber 4
lamp.matrix-47
column Q56, row Q86
System 11A CPU board
validated
48
Chest Amber 5 (Lower)
lamp.matrix-48
column Q56, row Q87
System 11A CPU board
validated
49
Left Outlane Extra Ball
lamp.matrix-49
column Q54, row Q80
System 11A CPU board
validated
50
Left Return Extra Ball
lamp.matrix-50
column Q54, row Q81
System 11A CPU board
validated
51
Special
lamp.matrix-51
column Q54, row Q82
System 11A CPU board
validated
52
Chest Green 1 (Upper)
lamp.matrix-52
column Q54, row Q83
System 11A CPU board
validated
53
Chest Green 2
lamp.matrix-53
column Q54, row Q84
System 11A CPU board
validated
54
Chest Green 3 (Middle)
lamp.matrix-54
column Q54, row Q85
System 11A CPU board
validated
55
Chest Green 4
lamp.matrix-55
column Q54, row Q86
System 11A CPU board
validated
56
Chest Green 5 (Lower)
lamp.matrix-56
column Q54, row Q87
System 11A CPU board
validated
57
Right Outlane Extra Ball
lamp.matrix-57
column Q52, row Q80
System 11A CPU board
validated
58
Right Return Extra Ball
lamp.matrix-58
column Q52, row Q81
System 11A CPU board
validated
59
Not Used (Lamp Matrix Position 59)
lamp.matrix-59
column Q52, row Q82
System 11A CPU board
validated
60
Chest Red 1 (Upper)
lamp.matrix-60
column Q52, row Q83
System 11A CPU board
validated
61
Chest Red 2
lamp.matrix-61
column Q52, row Q84
System 11A CPU board
validated
62
Chest Red 3 (Middle)
lamp.matrix-62
column Q52, row Q85
System 11A CPU board
validated
63
Chest Red 4
lamp.matrix-63
column Q52, row Q86
System 11A CPU board
validated
64
Chest Red 5 (Lower)
lamp.matrix-64
column Q52, row Q87
System 11A CPU board
validated

General illumination

4
4 shown
# Name Device ID Role Wiring Evidence
10
Right Visor G.I.
device.right-visor-g-i
Q9
System 11A CPU board
validated
11
Insert Board G.I. Relay
device.insert-board-g-i-relay
gi.backbox
Q16
System 11A CPU board
validated
12
Playfield G.I. Relay
device.playfield-g-i-relay
gi.playfield
Q8
System 11A CPU board
validated
18
Left Visor G.I.
device.left-visor-g-i
Q71
System 11A CPU board
validated

Virtual & other outputs

20
20 shown
# Name Device ID Role Evidence
23
PinMAME Flipper/Special-Solenoid Enable State
device.pinmame-flipper-special-solenoid-enable-state
internal.game-on-enable
validated
24
Unassigned Solenoid Slot 24
device.unassigned-solenoid-slot-24
internal.unused-platform-slot
validated
33
Unused Upper Flipper Slot 33
device.unused-upper-flipper-slot-33
internal.unused-platform-slot
validated
34
Unused Upper Flipper Slot 34
device.unused-upper-flipper-slot-34
internal.unused-platform-slot
validated
35
Unused Upper Flipper Slot 35
device.unused-upper-flipper-slot-35
internal.unused-platform-slot
validated
36
Unused Upper Flipper Slot 36
device.unused-upper-flipper-slot-36
internal.unused-platform-slot
validated
37
Unused Sound Overlay Slot 37
device.unused-sound-overlay-slot-37
internal.unused-platform-slot
validated
38
Unused Sound Overlay Slot 38
device.unused-sound-overlay-slot-38
internal.unused-platform-slot
validated
39
Unused Sound Overlay Slot 39
device.unused-sound-overlay-slot-39
internal.unused-platform-slot
validated
40
Unused Sound Overlay Slot 40
device.unused-sound-overlay-slot-40
internal.unused-platform-slot
validated
41
Unused Sound Overlay Slot 41
device.unused-sound-overlay-slot-41
internal.unused-platform-slot
validated
42
Unused Sound Overlay Slot 42
device.unused-sound-overlay-slot-42
internal.unused-platform-slot
validated
43
Unused Sound Overlay Slot 43
device.unused-sound-overlay-slot-43
internal.unused-platform-slot
validated
44
Unused Sound Overlay Slot 44
device.unused-sound-overlay-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 two-ball trough

mechanism.trough

Kicker

A drained ball rests on the outhole switch (16) at the lower-left end of the trough tube, and the Outhole Kicker (1, AE-23-800-01) kicks it up the tube, where the two balls queue on Ball Trough #1 (17, lower right, nearest the shooter lane) and #2 (18). The Ball Shooter Lane Feeder (2, the C-9638 Ball Trough Feeder) kicks the lead ball into the shooter lane. In the power-up probes the ROM retries the outhole kick about every 2.2 s while 16 stays closed; in the gameplay run it serves a ball with 2 at game start and repeats the serve about every 1.8 s until the shooter-lane switch (20) closes, and after a drain it kicks the outhole and serves the next ball. The retained script models the trough as one two-ball cvpmBallStack.

Shooter lane and Vortex skill shot

mechanism.shooter-lane-vortex

Other

The manual plunger fires the ball from the shooter lane (20) into the "Vortex" (ramp B-11152) at the top right, whose three rollover switches score 20K (22, upper), 100K (23, middle) and 5K (24, lower, the exit) per the Miscellaneous Parts decals and the switch names; the manual's rules call 5K easy, 20K medium and 100K hard, and each plunge into the Vortex multiplies the hole values, X1 up to X10 and back to X1. No coil is involved.

Single eject hole

mechanism.single-eject

Kicker

A saucer at the top left. A ball resting on switch 38 (17-1012) is kicked out by the Single Eject Hole coil (3). Lamps 13-16 advertise its 25K/50K/75K/Extra Ball awards. The ROM kicks it about every 2.1 s while 38 stays closed (power-up probe), and in play kicks it once the ball rests there.

Motorized visor and teeth targets

mechanism.visor

Motorized

The robot's visor (C-11159) hinges up to uncover the two eye eject holes. One 11 rpm 24 VAC motor (14-7941), run by the Visor Motor Relay (13), turns the A-11154 cam that moves both the visor and the Visor Teeth Target Carrier (B-11156) through a lever arm and connecting link; the carrier holds the five teeth targets 28-32, which stand in front of the closed visor and drop with it as it opens. The cam's two snap-action limit switches report the ends of travel: Visor Closed (46) and Visor Open (47). The motor turns one way only, so the relay alone decides motion. At power-up the ROM runs the motor from about 1.7 s; in the visor probes it stopped the motor when 47 closed and pulsed the right then the left eye eject (8, 7). With both balls in the trough it restarts the motor to close the visor and stops it when 46 closes (gameplay-reactive). With 46 or 47 held closed from power-up the motor ran for the whole 30 s probe, consistent with the ROM acting on the limit switch closing while the motor runs. Completing the chest opens the visor for multiball. The retained script models a 58-step one-solenoid cvpmMech with 46 at step 0 and 47 at step 58.

Left and right eye eject holes

mechanism.eye-ejects

Kicker

Two saucers behind the visor, the robot's eyes, reachable only while the visor is open: Left Eye Eject (25) with its coil (7) and Right Eye Eject (26) with its coil (8). Locking a ball in each starts multiball. The ROM does not kick them while their switches are held at power-up; it kicks both, right then left, when the visor reaches its open position.

Lifting ramp

mechanism.lift-ramp

Diverter

The B-11304 Ramp Lifting Mechanism raises and lowers the end of the left ramp. Ramp Raise (5, AE-24-900-02) drives the lift crank through a plunger; Ramp Lower (6, SM-26-600-DC) works the armature and lock crank that let it drop; the mechanism's microswitch (44, 5647-12001-00) closes when the ramp is down. Shots up the ramp pass Enter Ramp (40) and Exit Ramp (39), advance the bonus multiplier and build or collect the Solar Value; the manual's rules say "Hitting flashing Drop Target raises Ramp and lights target to collect Energy Value", the target being Score Energy (45) beside the lifted ramp. At power-up the ROM pulses 5 once, and retries it about every 1.3 s (four times) while 44 is held closed. At game start it pulses 6, together with 5, about every 1.7 s until 44 closes (gameplay runs).

Left 3-bank drop targets

mechanism.drop-target-bank

Drop Target Bank

Three drop targets on the left (D-9355), upper 49, middle 50 and lower 51 (17-1042 switches), reset together by the AE-23-800-04 coil (4). Lamps 41-43 sit in front of them and lamp 17 times them. In play the ROM resets the bank at game start and, while all three are held down, retries the reset about every 1.25 s; it does not reset them at power-up.

Chest lamp panel

mechanism.chest-panel

Other

A 5 x 5 grid of #555 lamps on the C-11309 Chest Lamp Matrix Board (one diode per lamp) in the robot's chest: columns Yellow, Blue, Amber, Green, Red (lamps 28-32, 36-40, 44-48, 52-56, 60-64), rows 1 (upper) to 5 (lower). Teeth targets light it vertically and 5-bank targets horizontally; lighting all five rows opens the visor.

Left and right kickers

mechanism.slingshots

Other

Two slingshot kickers above the flippers. Each has a scoring switch the CPU reads (54 left, 55 right, SW-1A-122) and a kicker actuating switch that fires the coil itself; solenoids 20 and 21 are special solenoids whose ssSw entries are 54 and 55.

Two flippers, cabinet-wired

mechanism.flippers

Other

Two FL-23/600-30/2600 flippers (C-9952-R and -L). The cabinet buttons fire the coils through the switched-solenoid supply, so no Sol. No. or driver is printed for them and PinMAME fabricates 45-48 from the buttons at public 82 and 84. Each flipper base carries a Lane Change switch the CPU reads (10 left, 11 right), which core_updateSw copies from 84 and 82, and an End of Stroke switch (03-7811) in the coil circuit with no matrix address.

Advance Planet and Score Energy targets

mechanism.standup-targets

Other

Two single standup targets: Advance Planet (19, A-11055) on the right advances the planet ladder (lamps 19-27), and Score Energy (45, A-11054) at the top left collects the Energy value.

A/C solenoid select relay

mechanism.ac-select

Other

The Solenoid Select Relay (14) switches the solenoid B+ between two busses so that each of the eight switched drivers (Q22-Q25, Q30-Q33) serves an "A" load while it is released and a "C" load while it is energized, through the Diode Switching Board. Pinned PinMAME publishes the C loads separately at 25-32, so a consumer reads them directly; the relay's own state is published at 14.

Backbox knocker

mechanism.knocker

Other

The C-side load of pair 01 (25, AE-23-800-02) raps the B-10686 Knocker Assembly in the backbox for replays and specials.

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 - every controller address enumerated and named, wiring, polarity, mechanisms, variants and recreation behaviour validated; spatial placement is the one open requirement (two visor G.I. outputs have no socket position, the playfield G.I. sockets come only from the retained table, and one switch placement is not validated).

The definition is generated by tools/curate_pinbot.py; the spatial review is reports/spatial/williams/pinbot-1986.md.

Identity and variants

PIN-BOT is Williams model 549 (IPDB 1796, OPDB G41Z8-MJKvP), manufactured from October 6, 1986 on a System 11A CPU board (D-11392-549) with an alphanumeric master display board and a Background Speech & Sound board. Its playfield was reused for Jack*Bot (1995), a separate machine and record.

All ten pinned pb_* drivers run on this one physical machine and share pbGameData through CORE_CLONEDEF:

Driver Firmware
pb_l5 Williams L-5 production, the parent and the driver every runtime run used
pb_l3, pb_l2, pb_l1 Williams production revisions (U27 L-3, L-2, L-1, each with the U26 L-1)
pb_p4 Williams P-4 prototype U27 with the U26 L-1
pb_l5h 2012 community modification of L-5 (free play, Solar Value)
pb_j1, pb_j2, pb_j3, pb_j5 PEMBOT community game code (2020-2026) for the Pin-Bot hardware

The U27 of every set in the local ROM corpus (l5, l5h, l3, l2, l1, p4, j5) holds the same lamp, switch and coil name tables entry for entry (evidence/excerpts/williams.pinbot.1986/rom-name-tables.md), so no variant addresses a device the others lack. pb_j1-pb_j3 are not in the local corpus and were not read.

Controller facts that matter to a recreation

  • Generation and display. GEN_S11X with s11_dispS11: players 1 and 2 are seven-character sixteen-segment alphanumeric displays, players 3 and 4 seven-digit seven-segment displays with commas, and Ball In Play/Match and Credits are two-digit displays exposed by LibPinMAME as four single digits (indices 4-7). LibPinMAME's index 8 (128 x 32) is PinMAME's own rendering of the alphanumerics, not hardware. The ROM's font draws - as a blank and 5/S and 0/O with the same segments.
  • A/C select relay. Solenoid 14 is the Solenoid Select relay. Each switched driver (Q22-Q25, Q30-Q33) serves an "A" load while 14 is released and a "C" load while it is energized. PinMAME publishes the A loads at 1-8 and the C loads at 25-32 (sxx.muxSol = 14), so a consumer reads them directly. In the Coil Test and in play the ROM energizes 14 before every C pulse and releases it for every A pulse. Pinned s11.c's comment "Mux relay is solenoid #12" in the pb_ output block is wrong for this machine.
  • Special solenoids. sxx.ssSw = {53,0,48,54,55,52}: Lower Jet (17) follows switch 53, Left Jet (19) switch 48, Left Kicker (20) switch 54, Right Kicker (21) switch 55 and Upper Jet (22) switch 52 while the enable (23) is on. Special #2 (18) has no switch: it is the Left Visor G.I. lamp load, fired only by the CPU.
  • Flippers. Two cabinet-wired flippers. FLIP_SWNO(10,11) copies the cabinet buttons at public 84 (left) and 82 (right) into the Lane Change switches 10 and 11 on every update, so a consumer drives 82/84, never 10/11. PinMAME fabricates 45-48 from the same buttons. The flipper assemblies' End of Stroke switches have no matrix address.
  • Polarity. System 11 reads the matrix uninverted and pbGameData has no inversion mask. In the ROM's Switch Levels test every address 1-60 shows its name while held at 1, so every fitted switch is normally open. The test never reports 61-64; it reports 57 and 58 (both unfitted) by their "NOT USED" names.
  • General illumination. Playfield G.I. is the relay at 12 and insert-board (backglass) G.I. the relay at 11; the retained table treats both as on while the relay is released. In attract mode the ROM toggles them alternately. Pinned PinMAME's pb_ block types 10 as the reverse-acting "Playfield GI" instead, a brightness-model label that disagrees with the manual's table and the ROM's own names; 10 and 18 are the visor's #1251 G.I. lamps.

Mechanisms and behaviour

  • Visor. One 11 rpm 24 VAC motor, run by the relay at 13, turns a cam that raises the visor (C-11159) and lowers the five teeth targets (28-32) on their carrier together. The cam's snap-action switches are Visor Closed (46) and Visor Open (47). The motor turns one way, so the relay alone decides motion, and a host model must close 46 or 47 at the ends of travel while the motor runs. At power-up the ROM runs the motor from about 1.7 s; when 47 closes it stops the motor and kicks both eyes, right (8) then left (7). With both balls home it then runs the motor again and stops when 46 closes. With 46 or 47 held closed from power-up the motor kept running for the whole 30 s probe, consistent with the ROM acting on a limit switch closing while the motor runs. Lighting all five chest rows opens the visor for multiball; balls lock in the eyes (25, 26).
  • Chest panel. A 5 x 5 grid of #555 lamps on the C-11309 Chest Lamp Matrix Board: columns Yellow, Blue, Amber, Green, Red (lamps 28-32, 36-40, 44-48, 52-56, 60-64), rows 1 (upper) to 5 (lower). The teeth targets light it vertically and the right 5-bank (33-37, top to bottom) horizontally.
  • Lifting ramp. The B-11304 mechanism raises (5) and lowers (6) the end of the left ramp; switch 44 closes when it is down. At power-up the ROM pulses 5 once and retries it about every 1.3 s while 44 stays closed. At game start it pulses 6 together with 5 about every 1.7 s until 44 closes. The rules raise the ramp from the flashing drop target to give a shot at the Score Energy target (45).
  • Trough and serve. Two balls. The outhole (16) kicker (1) feeds the trough (17 nearest the shooter lane, 18 behind it), and the feeder (2) serves into the shooter lane (20). At power-up the ROM retries the outhole kick about every 2.2 s while 16 stays closed. In play it serves with 2 and repeats the serve about every 1.8 s until 20 closes. In the static gameplay run, where the visor never reached a limit switch, no ball was served; in the reactive run, with the visor closed, the ROM served about 2.5 s after the start, before the ramp was down.
  • Vortex. The plunger shot enters the Vortex at the top right: 20K (22, upper), 100K (23, middle), 5K (24, lower, the exit), multiplied X1-X10 by successive plunges.
  • Single eject (38, kicked by 3), 3-bank drop targets (49-51, reset by 4; the ROM resets them at game start and retries about every 1.25 s while all three stay down, but not at power-up), jet bumpers (each hit also flashes the Energy flashers at 30), slingshots, Advance Planet (19) and Score Energy (45) targets and three 10-point rubbers (56, 59, 60).

Manual notes

  • The Switches parts list misprints rows 33-37 (it gives 33 a visor-target part and describes it as a visor target). The Switch-Matrix Table, the ROM's switch table and the retained script agree that 33-37 are the right 5-bank, top to bottom; each device note keeps the printed row.
  • The Solenoids/Flashers list prints relay part 5580-09555-00 for 11-14 and the Solenoid Table 5580-09555-01. This is a wiring-detail difference; the definition follows the table.
  • The Lamp-Matrix Table's legend gives the #555 bulb as 24-8767, while the Chest Lamp Matrix Board list gives 24-8767 as the socket and 24-8768 as the lamp. The definition records 24-8768 for the bulb.
  • Lamp 59 and switches 21, 27, 41-43, 57, 58 and 61-64 are printed "Not Used" and the ROM names them NOT USED.

Evidence

  • Manual: 600 dpi scan of the PIN-BOT Instruction Manual with schematics (Internet Archive PinBotInstructionManualSchematics600dpi), excerpts under evidence/excerpts/williams.pinbot.1986/; IPDB's 150 dpi copy is retained as an identity cross-check.
  • ROM: name tables decoded by tools/pinbot_rom_name_tables.py.
  • Runtime: evidence/runtime/system-11/pinbot-l5-service-and-mechanisms.json, summarized from retained pinned LibPinMAME runs by tools/pinbot_runtime_evidence.py; scenarios tools/harness-scenarios/system-11/pinbot-*.json.
  • Table: bord's PinBot v1.1 VPX, known working on pb_l5; the pinned 2.1.1 script of the later build keeps the same bindings.
  • Drawing callouts: tools/seeds/williams/pinbot-1986-callouts.json.

What would complete the record

  • A photograph or drawing of the visor's #1251 G.I. lamp sockets (solenoids 10 and 18) would give them a placement.
  • A second independent recreation, or a measurement of a real playfield, placing the Enter Ramp switch (40) where the switch drawing's leader ends would validate its placement.
  • A G.I. lamp layout from the machine (a photograph of an unrestored playfield or a G.I. wiring list) would let the 27 playfield G.I. sockets the retained table models be validated; the manual prints no G.I. bulb count.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
pb_j5Pin-Bot (PEMBOT (no relation) J-5)
2026 PEMBOT community game ROM by idealjoker (outhole-handler and Sun Special fixes per the pinned source). Shares pbGameData/init_pb with the parent through CORE_CLONEDEF (pinned src/wpc/s11games.c lines 274-275 and 357-366), and so the same GEN_S11X generation, display layout, A/C select relay, special-solenoid switch map and flipper wiring, and it plays on the same sound ROMs. Its U27 holds the same lamp, switch and coil name tables as L-5, entry for entry, at offsets 0x2b lower.
2026pb_l5identical
pb_j3Pin-Bot (PEMBOT (no relation) J-3)
2023 PEMBOT community game ROM by idealjoker ("Knocker did not fire on match awards" per the pinned source). Shares pbGameData/init_pb with the parent through CORE_CLONEDEF (pinned src/wpc/s11games.c lines 274-275 and 357-366), and so the same GEN_S11X generation, display layout, A/C select relay, special-solenoid switch map and flipper wiring, and it plays on the same sound ROMs. Its archive is not in the local ROM corpus, so its name tables were not read.
2023pb_l5identical
pb_j2Pin-Bot (PEMBOT (no relation) J-2)
2023 PEMBOT community game ROM by idealjoker ("Minor bug fixes and improvements" per the pinned source). Shares pbGameData/init_pb with the parent through CORE_CLONEDEF (pinned src/wpc/s11games.c lines 274-275 and 357-366), and so the same GEN_S11X generation, display layout, A/C select relay, special-solenoid switch map and flipper wiring, and it plays on the same sound ROMs. Its archive is not in the local ROM corpus, so its name tables were not read.
2023pb_l5identical
pb_j1Pin-Bot (PEMBOT (no relation) J-1)
2020 PEMBOT community game ROM by A.M. Thurnherr for the Pin-Bot hardware. Shares pbGameData/init_pb with the parent through CORE_CLONEDEF (pinned src/wpc/s11games.c lines 274-275 and 357-366), and so the same GEN_S11X generation, display layout, A/C select relay, special-solenoid switch map and flipper wiring, and it plays on the same sound ROMs. Its archive is not in the local ROM corpus, so its name tables were not read; nothing in the pinned source gives it hardware of its own.
2020pb_l5identical
pb_l5hPin-Bot (L-5, Free Play / Solar Value Mod)
2012 community modification of the L-5 game ROMs by Francis (free play and a Solar Value change). Shares pbGameData/init_pb with the parent through CORE_CLONEDEF (pinned src/wpc/s11games.c lines 274-275 and 357-366), and so the same GEN_S11X generation, display layout, A/C select relay, special-solenoid switch map and flipper wiring, and it plays on the same sound ROMs. It changes rules and pricing only; its U27 name tables match L-5 entry for entry.
2012pb_l5identical
pb_p4Pin-Bot (P-4 Prototype)
Williams P-4 prototype game ROM (U27 P-4 paired with the U26 L-1). Shares pbGameData/init_pb with the parent through CORE_CLONEDEF (pinned src/wpc/s11games.c lines 274-275 and 357-366), and so the same GEN_S11X generation, display layout, A/C select relay, special-solenoid switch map and flipper wiring, and it plays on the same sound ROMs. Its U27 names every lamp, switch and coil exactly as L-5 does, so it addresses no device the production machine lacks.
1986pb_l5identical
pb_l5Pin-Bot (L-5)
Williams production L-5 game ROM, the pinned clone-tree parent and the driver the retained known-working table binds (cGameName = "pb_l5"). The runtime evidence was recorded on it.
1986—identical
pb_l3Pin-Bot (L-3)
Williams L-3 production game ROM (U27 L-3 paired with the U26 L-1). Shares pbGameData/init_pb with the parent through CORE_CLONEDEF (pinned src/wpc/s11games.c lines 274-275 and 357-366), and so the same GEN_S11X generation, display layout, A/C select relay, special-solenoid switch map and flipper wiring, and it plays on the same sound ROMs. Its U27 carries the same lamp, switch and coil name tables, entry for entry, as L-5.
1986pb_l5identical

Parent set: pb_l5 — clones share this definition unless a hardware difference is noted.

Pinball memory maps

External source LGPL-3.0-only1 map

RAM layouts published by an independent project and mirrored here at a pinned commit. They are not part of this machine’s definition: nothing below was used as evidence for the definition, and none of it counts towards coverage. Check claims against the upstream project.

Commit
d8693b9

This program makes use of content from the Pinball Memory Maps project.

pb_l5.map.json

williams-system11-48Kv4format 0.8

maps/williams/system11/pb_l5.map.json

Applies to ROMs
pb_l5
Sections
auditschecksum8game_statehigh_scores

williams-system11-48K defines the RAM layout this map’s offsets are read against — the map is not interpretable without it.

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.97aa922bf8e4

    Pinned PinmameGetGames catalog records for the ten-driver pb_* clone tree rooted at pb_l5

    by
    PinMAME contributors
    rev
    97aa922bf8e4
  • PinMAME source

    BSD-3-Clause

    pinmame.core.97aa922bf8e4

    Source locations

    src/wpc/s11games.c lines 38-41 INITGAMEFULL macro and lines 274-275 INITGAMEFULL(pb, GEN_S11X, s11_dispS11, 14, FLIP_SWNO(10,11), 0,0,0,0, 53, 0, 48, 54, 55,52): hw.display, gameSpecific1 and gameSpecific2 are 0, sxx.muxSol = 14 and sxx.ssSw = {53,0,48,54,55,52}; lines 276-356 the pb_* ROM sets and lines 357-366 CORE_GAMEDEF(pb,l5) and the nine CORE_CLONEDEFs; src/wpc/s11.c lines 61-65 s11_dispS11 (DISP_SEG_7 rows of CORE_SEG16 and CORE_SEG8 plus four single CORE_SEG7S digits), lines 191-200 the switch-driven special-solenoid loop, setSSSol's ssSolNo table, lines 558-580 updsol (the muxSol copy of the low solenoid byte to 25-32 while 14 is pulsed), pia0cb2_w (S11_GAMEONSOL), pia4a_r returning core_getSwCol without inversion, MACHINE_INIT(s11) output sizing and the pb_ output-type block (9-10 typed as #89 bulbs and then 10 as reverse #44 "Playfield GI", 11 "Backbox GI", 15-16, 18 "Aux board" and 26-32 as #89 bulbs, commented "Mux relay is solenoid #12"); src/wpc/s11.h S11_GAMEONSOL 23 and the diagnostic switch numbers; src/wpc/core.h CORE_FIRSTSSSOL 17, CORE_SSFLIPENSOL 23, CORE_FIRSTLFLIPSOL 45, CORE_FIRSTSIMSOL 49, CORE_FIRSTCUSTSOL 51, CORE_FLIPPERSWCOL 11 and DISP_SEG_7; src/wpc/core.c core_updateSw's FLIP_SWNO copy and synthetic 45-48; src/wpc/gen.h GEN_S11X

    src/wpc/s11games.c:38src/wpc/s11.c:61src/wpc/s11.hsrc/wpc/core.hsrc/wpc/core.csrc/wpc/gen.hlines 38-41 INITGAMEFULL macro and lines 274-275 INITGAMEFULL(pb, GEN_S11X, s11_dispS11, 14, FLIP_SWNO(10,11), 0,0,0,0, 53, 0, 48, 54, 55,52
    by
    PinMAME contributors
    rev
    97aa922bf8e4
  • Human review

    BSD-3-Clause

    controller-profile.pinmame-system-11

    System 11 sequential switch/lamp matrices, dedicated diagnostic inputs, the Country jumper, the A/C mux alias bank, special solenoids, the sound-overlay range, synthetic flipper outputs and the 81-88 flipper column

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

    manual.williams.pinbot.1986

    Source locations

    72-page 600 dpi colour scan of the Williams PIN-BOT Instruction Manual 16-549-101 (October 6, 1986) with its Section 3 schematics, no text layer. Internet Archive item PinBotInstructionManualSchematics600dpi, details page https://archive.org/details/PinBotInstructionManualSchematics600dpi, file https://archive.org/download/PinBotInstructionManualSchematics600dpi/PinBot%20Instruction%20Manual%20%26%20Schematics%20600%20dpi%20scan.pdf, uploader mhkohne@kohne.org, published 2014-10-27, no rights or licence metadata on the item, SHA-1 20a97870b386b4526dd7d6e18032d34175394fe9 per the item metadata. For Sections 1 and 2 the printed folio "PIN-BOT n" is PDF page n + 6. PDF 2 repeats the Solenoid Table beside the ROM and Jumper Table; PDF 32 Lamp-Matrix Table; PDF 33 Solenoid Table; PDF 35 Switch-Matrix Table; PDF 41-54 board and mechanism assembly pages; PDF 55 Playfield Parts; PDF 56-58 the Solenoids/Flashers, Lamps and Switches lists with their numbered locations drawings; PDF 69 Power Wiring Diagram; PDF 71 a foldout repeating the lamp and switch matrices.

    external:pinmame-manuals/by-machine/williams.pinbot.1986/archive-PinBotInstructionManualSchematics600dpi/PinBot%20Instruction%20Manual%20%26%20Schematics%20600%20dpi%20scan.pdf
    by
    Williams Electronic Games, Inc.; scan by mhkohne hosted by the Internet Archive
    sha256
    b20e98516ec7…
  • Operator manual

    manual.williams.pinbot.1986.ipdb

    Source locations

    IPDB machine 1796 (Williams PIN*BOT, model 549, manufactured October 6, 1986; machine page https://www.ipdb.org/machine.cgi?id=1796, read through https://web.archive.org/web/2024id_/https://www.ipdb.org/machine.cgi?id=1796, resource https://www.ipdb.org/files/1796/Williams_1986_Pin_bot_Manual.pdf) manual download through the Wayback Machine, a 79-page 150 dpi bilevel scan of the same instruction manual. Retained as an identity cross-check of the machine page; every cited cell is read from the 600 dpi scan.

    by
    Williams Electronic Games, Inc.; hosted by the Internet Pinball Machine Database
    sha256
    6654a2d03e35…
  • ROM analysis

    rom.pinbot.name-tables

    Source locations

    Lamp, switch and coil name tables of the U27 program ROM of every pb_* set in the local corpus (l5, l5h, l3, l2, l1, p4, j5), decoded by tools/pinbot_rom_name_tables.py as 14-byte entries (seven characters per player display). The lamp and switch tables run in public-address order and the coil table in coil-test order; the excerpt lists the ROM member hashes and every entry.

    external:pinmame-review-artifacts/williams.pinbot.1986/rom-name-tables/
    by
    Williams Electronic Games program ROMs and community ROMs, user-authorized local copies; ROM bytes are not redistributed
    rev
    pbot_u27.l5
  • Runtime run

    runtime.pinbot.l5-service-and-mechanisms

    Source locations

    Pinned LibPinMAME runs of pb_l5, each from a new state directory inheriting only the retained initialization run's NVRAM: the Coil Test paired step by step with the ROM coil table, the Single Lamps test stepped through designators 01-64 with the Credit button, the Switch Levels test over public 1-64 and 81-88, ten power-up probes with switches held from start, two visor probes, and two gameplay runs (one with static switches, one answering the visor and ramp drives). Raw runs, manifest and hashes are retained outside the repository.

    internal:evidence/runtime/system-11/pinbot-l5-service-and-mechanisms.json
    by
    Generated locally from pinned PinMAME and the user-authorized ROM corpus; ROM bytes and NVRAM remain external
    rev
    97aa922bf8e4
    sha256
    f9736d77df8a…
  • VPX table

    vpx-table.pinbot-bord-1-1

    Source locations

    Retained known-working VPX recreation of the physical machine by bord (table_version 1.1, March 2019, per info.json), copied from the contributor's table collection. Exact playfield bounds are left=0 top=0 right=952 bottom=1974; normalized coordinates are x/952 and y/1974. Geometry authority for script-bound table objects, checked against the manual's numbered locations drawings.

    external:pinmame-vpx-sources/williams/pinbot-1986/source/PinBot%20(Williams%201986).vpx
    by
    bord
    sha256
    5d0f4c4c0908…
  • VPX script

    vpx-script.pinbot-bord-1-1

    Source locations

    Retained embedded script (2,868 lines). Runtime authority: cGameName = "pb_l5", UseLamps = 0 with a FrameTimer/ChangedLamps loop into a LampFader whose FadeLights.obj(n) arrays bind lamps 9-58 and 60-64 to their lN/lNa/lNz lights; SolCallback 1-8, 10, 12, 18, 23, 25, 26, 29-32, 9/11/27/28 (backglass sprites) and sLRFlipper/sLLFlipper; cvpmBallStack trough (16, 17, 18; two balls), single eject (38) and eye saucers (25, 26); cvpmDropTarget bank 49-51; cvpmMech visor on solenoid 13 with switches 46 (position 0) and 47 (58); the ramp timer writing switch 44. Object-by-object cross-reference in external:pinmame-review-artifacts/williams.pinbot.1986/geometry/script-bindings.md.

    external:pinmame-vpx-sources/williams/pinbot-1986/extracted-vpxtool/script.vbs
    by
    bord
    sha256
    164eb3b24ae1…
  • VPX script

    vpx-script.pinbot-2-1-1

    Source locations

    Pinned known-working script of the later 2.1.1 build of bord's table (vpx-standalone-scripts). It keeps the retained table's bindings for every address this definition cites (the same trough, saucer, drop-bank, visor mechanism and SolCallback assignments, and the same eye-flash sprite for solenoids 10 and 18).

    by
    bord and later contributors credited in the script
    rev
    15d112648a1b
    sha256
    9dfb664a26dc…
  • VPX script

    vpm-script-library.s11-vbs

    Source locations

    The VPinMAME script library the retained table loads (script.vbs line 13 LoadVPM "01560000", "S11.VBS", 3.26), retained with core.vbs (SHA-256 a228644ec9714e32c5c6764254b151dc3ec9df2c438dd5a7ce9e9f324cc56f69). S11.VBS defines swLRFlip = 82 and swLLFlip = 84 and sets them from the flipper keys in vpmKeyDown/vpmKeyUp; core.vbs routes KeyDownHandler/KeyUpHandler to them.

    external:pinmame-review-artifacts/vpm-script-libs/s11.vbslines 13 LoadVPM "01560000", "S11.VBS", 3.26), retained with core.vbs (SHA-256 a228644ec9714e32c5c6764254b151dc3ec9df2c438dd5a7ce9e9f324cc56f69). S11.VBS defines swLRFlip = 82 and swLLFlip = 84
    by
    VPinMAME / Visual Pinball script-library maintainers
    sha256
    5582155ffbda…
  • VPX table

    vpx-extraction.pinbot-bord-1-1

    Retained vpxtool git:v0.33.3 extraction of the retained table, 1840 files, with a full sorted path/size/SHA-256 manifest whose own SHA-256 is this record's sha256. Bounds are left=0 top=0 right=952 bottom=1974.

    external:pinmame-vpx-sources/williams/pinbot-1986/extracted-vpxtool.manifest.json
    by
    vpxtool extraction
    sha256
    870e4119cb59…
  • Human review

    drawing-callouts.pinbot.2026-10-09

    Source locations

    2026-10-09 factory location-drawing callout check of the solenoid (PDF 56), lamp (PDF 57) and switch (PDF 58) drawings: every callout read independently on gridded tiles of the retained renders without table data, one verifier correction recorded with its reason, per-page control and callout fits; a table placement whose own callout lands within 0.07 normalized under both fits is validated (tools/drawing_callouts.py).

    internal:tools/seeds/williams/pinbot-1986-callouts.json
    by
    pinmame-game-defs curation
    sha256
    c0bb1e56d568…

Something wrong or missing?

This definition still has 1 unmet requirement, listed under Missing data below. 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

Missing data

What this game definition still needs to reach 100% and become author-ready.

  • Physical device locations

    Establish validated playfield locations for every physical sensor, actuator and light emitter, including bulb counts and justified projections.

Recorded completion blockers

Blockers

  • Solenoids 10 and 18 (Right and Left Visor G.I.) are #1251 flash lamps that light the visor, but neither the manual nor the retained table gives their sockets a position: the locations drawings mark no visor lamp, and the table lights one Flasher sprite between the eyes for both. Their spatial keys are omitted.
  • Switch 40 (Enter Ramp): the retained table's trigger sits about 0.075 normalized from where the switch drawing's leader 40 ends further down the same ramp curve, beyond the 0.07 callout limit, so its placement stays observed.
  • Solenoid 12 (Playfield G.I. Relay): the 27 placements are the sockets of the retained table's GI collection. The manual prints no G.I. bulb count or layout and a table's grouping is not the machine's wiring, so they stay observed without a quantity.

Promotion decision

Every controller address is enumerated with a semantic disposition, every printed wiring detail is recorded, the mechanisms are covered, and polarity is settled by the ROM's Switch Levels test. Promotion to author_ready is refused because two visor G.I. outputs have no placement, the playfield G.I. placements come only from the table's grouping and one switch placement is not validated, so coverage.missing is ["spatial_placement"]. A photograph or drawing of the visor lamp sockets, a G.I. lamp layout from the machine, and a second, independent recreation or measurement of the ramp-entrance switch would close them.

Read the curation report

Missing locations · 2

  • Right Visor G.I.
    Device evidence and notes

    Solenoid Table entry 10 ("Right Visor - Gen. Illumin."). Solenoid Type "Controlled". The ROM's coil table names it "R. VISOR G.I.", and the ROM's Coil Test (run coil-test) pulses this address at step 18 while displaying that name. Retained script: SetLamp 101 (commented "RightEye Flash"), one Flasher sprite between the eyes (line 182). #1251 flash lamps lighting the right side of the visor; the manual and the ROM ("R. VISOR G.I.") call it general illumination. Neither the manual nor the retained table gives the bulbs a position: the manual's locations drawings mark no visor lamp and the Visor Assembly list holds no socket, and the table lights one Flasher sprite between the eyes for both 10 and 18, a glow on the part the bulbs light rather than a socket. The spatial key is omitted. Pinned PinMAME's pb_ block types this address as a reverse-acting "Playfield GI" output; see address 12.

  • Left Visor G.I.
    Device evidence and notes

    Solenoid Table entry 18 ("Left Visor Gen. Illumin."); the Solenoids/Flashers list prints "Left Visor - Gen. Illumin.". Solenoid Type "Special #2". The ROM's coil table names it "L. VISOR G.I.", and the ROM's Coil Test (run coil-test) pulses this address at step 26 while displaying that name. pbGameData's sxx.ssSw entry for this slot is 0: it has no actuating switch and is fired only by the CPU through setSSSol, which fits a lamp load on a special driver. Retained script: SetLamp 104 (commented "LeftEye Flash"), the same Flasher sprite position as solenoid 10 (line 190). #1251 flash lamps lighting the left side of the visor; the manual and the ROM ("L. VISOR G.I.") call it general illumination. Neither the manual nor the retained table gives the bulbs a position: the manual's locations drawings mark no visor lamp and the Visor Assembly list holds no socket, and the table lights one Flasher sprite between the eyes for both 10 and 18, a glow on the part the bulbs light rather than a socket. The spatial key is omitted. Pinned PinMAME's pb_ block types this address as a #89 bulb with the comment "Aux board".