Every physical part, grouped by where it sits. Generated by tools/hw_console/generate_docs.py
from tools/hw_console/data/components.yaml (each part's area: and summary:) and
design/features/*.md — do not hand-edit this file, it will be overwritten. To move or describe a
part, edit its registry entry (or the hw_console) and re-run the generator. For the story around
it, see STORY.md; for features and CAD, the overview.
"Wired" is the part's wired status flag (wired to the controller boards).
Generated: 2026-11-04.
| Label | Part | Summary | Feature(s) | Wired |
|---|---|---|---|---|
| SlingL | Sling left (autofire) | Left slingshot; switch and coil form a hardware autofire rule on the CobraPin board. | slings | yes |
| SlingR | Sling right (autofire) | Right slingshot; switch and coil form a hardware autofire rule on the CobraPin board. | slings | yes |
| BSv1 | Ball saver post (between the flippers) | Pop-up post between the flippers that bounces a draining ball back; its switch reads up/down. | machine | yes |
| BSv2 | Kickback ball saver (leftmost bottom lane) | Kickback ball saver in the left outlane (the leftmost bottom lane), triggered by s-bottomlane4. | — | no |
| Trough | Ball trough | Ball trough under the playfield: 6 position optos and a jam opto (via the ATmega bridge), plus the eject coil. | machine | no |
| s-bottomlane1 | Bottom lane 1 (right outlane) | Right outlane switch. | lanes | yes |
| s-bottomlane2 | Bottom lane 2 (right inlane) | Right inlane switch. | lanes | yes |
| s-bottomlane3 | Bottom lane 3 (left inlane) | Left inlane switch. | lanes | yes |
| s-bottomlane4 | Bottom lane 4 (left outlane) | Left outlane switch; also triggers the BSv2 kickback. | lanes | yes |
| Left-Flipper | Left flipper | Left flipper; button and coil on the CobraPin board (mechanical EOS inside the coil). | machine | yes |
| Right-Flipper | Right flipper | Right flipper; button and coil on the CobraPin board (mechanical EOS inside the coil). | machine | yes |
| Label | Part | Summary | Feature(s) | Wired |
|---|---|---|---|---|
| Drp1 | Single drop target | Single drop target with reset coil: Rattmann's panel (owner 2026-10-06) - it blocks a hidden passage behind the panels; knocked down, the ball can go in. Position (owner 2026-10-07): left, between the left ramp and the middle. | — | no |
| DenDisplay | Den display behind Drp1's passage (idea) | Idea, not obtained: a small display behind Rattmann's panel (Drp1) showing his dens: each period's own den and the fragments of the hints found, his full wall in period 5 (D30, H1+H2). A separate small board (Pi Zero or ESP32) with a small LCD, driven by MPF events (D2). Needs a playfield change. | — | no |
| S-RollOver | Big rollover button (playfield) | Big rollover button above the left lanes, shaped like the 1500 Megawatt Aperture Science Heavy Duty Super-Colliding Super Button. | dropbank, lanes | yes |
| s-orbit-l | Orbit left | Left entry/exit switch of the long top orbit, between the left ramp and the incinerator. | orbits | no |
| S-Spin1 | Spinner (just after the left orbit entry) | Spinner on the orbit, just after the left orbit entry switch; one switch toggle per rotation. | — | no |
| s-insinerator | Incinerator ball lock (to be built) | Ball lock shaped like the Emergency Intelligence Incinerator, in a mini room above the rollover button: a VUK lock (VUK to be assigned) holding the second multiball ball. | dropbank | no |
| s-ramp-l1 | Left ramp opto - just before the top | Opto just before the top of the left ramp; with s-ramp-l2 it catches the shot. The ramp's return is an Excursion Funnel (two PVC tubes as rails, wound with LED wire). | ramps | no |
| s-ramp-l2 | Left ramp opto - just after the top | Opto just after the top of the left ramp; with s-ramp-l1 it catches the shot. | ramps | no |
| diverter-left-ramp | Diverter on the left ramp (to the Faith Plate, period 2) | Second diverter, on the left ramp: in period 2 (old Aperture) it sends the Excursion Funnel shot into the Aerial Faith Plate room. | — | no |
| funnel-exit-post | High post at the Excursion Funnel's exit (idea) | Idea, not obtained: a high pop-up post at the end of the funnel tubes that picks one of two exits - a drop hole (where it leads is open) or on along a guide rail to the bottom lanes. | — | no |
| Label | Part | Summary | Feature(s) | Wired |
|---|---|---|---|---|
| s-aerial | Aerial Faith Plate launcher - ball switch | Ball switch of the Faith Plate launcher VUK (which VUK is decided at wiring): a ball entering the room from the right is launched onto the pedestal platform left of the exit. | aerial | no |
| s-pedestal | Pedestal button target (Faith Plate platform) | Standup target on the Faith Plate platform left of the exit, shaped like a Portal pedestal button on a pillar; the ball then drops through a hole and primes the Blue Portal. | — | no |
| Label | Part | Summary | Feature(s) | Wired |
|---|---|---|---|---|
| blue-portal-vuk | Blue Portal kicker (VUK, idea) | Idea, not obtained: the Blue Portal's own hole and VUK, which kicks the ball back out after a Blue Portal shot. | — | no |
| Label | Part | Summary | Feature(s) | Wired |
|---|---|---|---|---|
| s-orbit-r | Orbit right | Right entry/exit switch of the long top orbit, between the right ramp and the ball dropper. | orbits | no |
| Pull1 | Pull-down coil (spare mechanism) | Pull-down coil on the right side: in period 2 (old Aperture) it raises the lemon target that is only in play then (owner 2026-10-06, design/STORY.md). | — | no |
| old-aperture-prop | Old Aperture prop (revealed by Pull1, period 2) | The lemon target on the right side, raised by Pull1 only in period 2 (owner 2026-10-06, design/STORY.md): a retractable target or a target behind a drop post; design still open. | — | no |
| s-ramp-r1 | Right ramp - top room entry opto (just before the top) | Opto at the portal-shaped entry of the small room just before the top of the right ramp; entry + exit together complete the ramp shot. | ramps | no |
| s-ramp-r2 | Right ramp - top room exit opto (just past the top) | Opto at the portal-shaped exit hole of the small room just past the top of the right ramp; entry + exit together complete the ramp shot. | ramps | no |
| LED-Bridge | Lightbridge (plexiglass gantry) | Hard Light Bridge: side-lit blue plexiglass fly-over at the top of the right ramp; lights when a right ramp shot completes. | — | no |
| Div1 | Diverter (to the ball dropper) | Diverter below the light bridge: when the ball dropper is active and empty it sends the ball into VUK6; otherwise back to the playfield above the right inlane. | ramps | no |
| VUK6 | VUK6 ball lock (upkicker into the box) | Ball lock fed by Div1; kicks the ball up into the ball dropper box. | portal | no |
| Servo1 | Ball dropper (see-through box + servo gate) | Ball dropper (looks like the Companion Cube dropper): first multiball lock, filled by VUK6; servo gate Servo1 drops the ball onto the playfield. | — | no |
| Label | Part | Summary | Feature(s) | Wired |
|---|---|---|---|---|
| Pop1 | Pop bumper 1 (autofire) | Pop bumper behind the Orange Portal and the right ramp (autofire). | — | no |
| Pop2 | Pop bumper 2 (autofire) | Pop bumper behind the Orange Portal and the right ramp (autofire). | — | no |
| Pop3 | Pop bumper 3 (autofire) | Pop bumper behind the Orange Portal and the right ramp (autofire). | — | no |
| s-toplane1 | Top lane 1 | Top lane above the pop bumpers (1 of 3); skill-shot target. | lanes, skillshot | no |
| s-toplane2 | Top lane 2 | Top lane above the pop bumpers (2 of 3); skill-shot target. | lanes, skillshot | no |
| s-toplane3 | Top lane 3 | Top lane above the pop bumpers (3 of 3); skill-shot target. | lanes, skillshot | no |
| Up3 | Pull-down post between the pop bumpers (Orange Portal pre-load) | Post between the pop bumpers, up at rest: pulled down, a ball drops through to pre-load the Orange Portal's VUK, then it rises again (position switch s-up3). | — | no |
| Mid-Flipper | Mid flipper (next to the pop bumpers) | Third flipper between the Orange Portal and the path to the exit, fired by the right flipper button; hits balls leaving the top loop. | — | no |
| Mag1 | Playfield magnet (idea) | Idea, not obtained: a magnet under the playfield where the ball rolls slowly: period 2's secret Adhesion Gel and the Wheatley branch's SPACE! grab (HW-15). Position (owner 2026-10-07): near the Mid-Flipper. | — | no |
| Label | Part | Summary | Feature(s) | Wired |
|---|---|---|---|---|
| Drp2 | Drop target bank (3) - exit turret | 3 drop targets with turret graphics guarding the exit lock: they reset at once (turret firing sound) while the exit's conditions aren't met; one that stays down plays a turret dying sound. | dropbank | no |
| s-exit-success | Exit ball lock (behind the turret drop bank) | Test Chamber exit in the middle top, behind the turret drop bank: the third multiball lock, released by a VUK (assigned at wiring). | portal | no |
| KD1 | Knock-down coil on a turret-bank target (idea) | Idea, not obtained: a knock-down coil on one of the turret bank's (Drp2) targets, so a sabotaged turret drops by itself in the finale's wave 1 (HW-9). | — | no |
| Up1 | Pop-up post (top of orbit) | Pop-up post at the top of the loop; raised, it stops the ball and sends it back to the top lanes or the left orbit. | — | no |
| orbit-top-diverter | Diverter at the top of the orbit (portal loader, idea) | Idea, not obtained: a diverter at the top of the orbit that sends the ball into a portal VUK, so a launched ball can load a portal (which portal is open). | — | no |
| LED-YellowLine | Yellow LED strip (idea) | Idea, not obtained: a short yellow LED strip set into the playfield, lighting the way to the exit when it opens (HW-3). Position (owner 2026-10-07): toward the exit. | — | no |
| Label | Part | Summary | Feature(s) | Wired |
|---|---|---|---|---|
| Launch1 | Plunger lane / auto-launch | Shooter lane: ball-present switch and the auto-launch coil (manual plunger alongside). | skillshot | yes |
| launch-lane-diverter | Launch-lane diverter (ball dropper feeder, idea) | Idea, not obtained: a diverter in the launch lane that sends an auto-launched ball to the ball dropper (VUK6), so the dropper can be reloaded without a player shot. | — | no |
| launch-lane-diverter-2 | 2nd launch-lane diverter (portal feeder, idea) | Idea, not obtained: a second diverter in the launch lane that sends an auto-launched ball into a portal VUK, so the portals can be loaded at the start of a game (which portal is open). | — | no |
| LED-BlueLine | Blue LED strip (idea) | Idea, not obtained: a short blue LED strip set into the playfield, lighting the path to period 2's skill shot (follow the blue line, HW-3). Position (owner 2026-10-07): from the shooter lane toward the skill shot. | — | no |
| Label | Part | Summary | Feature(s) | Wired |
|---|---|---|---|---|
| S-Start | Start button (cabinet) | Start button on the cabinet front. | machine | yes |
| S-Launch | Launch button (cabinet) | Launch button on the cabinet; fires the auto-launcher. | skillshot | yes |
| era-select-button | Era select button (cabinet, next to Start) | Cabinet button next to Start: in attract mode it cycles the starting chapter (10 chapters across the 5 periods, owner 2026-10-06), Start then begins there; later chapters start with no credit for the earlier ones. Possibly a rotating button (hardware-ideas.md HW-13). | machine | no |
| coop-button | Co-op button (cabinet, idea) | Idea, not obtained: a cabinet button that turns a 2-player game into co-op (ATLAS and P-body, one shared score) instead of compete. | machine | no |
| LED-HintRow | Hint LED row, Rattmann's wall (idea) | Idea, not obtained: a row of ~8 LEDs in a playfield wall or the back panel; each Rattmann hint found lights one, and period 5 shows his wall (HW-24). Position (owner 2026-10-07): the back panel. | — | no |
| Service-Enter | Service button - Enter | Service menu button: Enter. | machine | no |
| Service-Esc | Service button - Escape | Service menu button: Escape. | machine | no |
| Service-Up | Service button - Up (+) | Service menu button: Up (+). | machine | no |
| Service-Down | Service button - Down (-) | Service menu button: Down (-). | machine | no |
| Shaker | Shaker motor (idea) | Idea, not obtained: a DC shaker motor in the cabinet: period 3's neurotoxin clock, the fire, the climax explosion (HW-6). | — | no |
| Tilt-Bob | Tilt plumb bob (idea) | Idea, not obtained: a plumb-bob tilt switch in the cabinet (HW-7). | — | no |
| Tilt-Slam | Slam tilt switch (idea) | Idea, not obtained: a slam tilt switch in the coin door / cabinet (HW-7). | — | no |
Nobody has recorded where these sit yet. Set area: on the part when it's known.
| Label | Part | Summary | Feature(s) | Wired |
|---|---|---|---|---|
| Up2 | Pop-up post (powered up, PWM hold) | Post that moves up when powered (PWM hold): a shortcut gate for period 3 (owner 2026-10-06); position not decided yet. | — | no |
| VUK1 | VUK1 ball lock (vertical upkicker) | Vertical upkicker with a ball switch; takes one of the VUK roles (Orange Portal, Blue Portal, Faith Plate launcher, incinerator lock or exit lock) - assigned at wiring. | — | no |
| VUK2 | VUK2 ball lock (vertical upkicker) | Vertical upkicker with a ball switch; takes one of the VUK roles (Orange Portal, Blue Portal, Faith Plate launcher, incinerator lock or exit lock) - assigned at wiring. | — | no |
| VUK3 | VUK3 ball lock (vertical upkicker) | Vertical upkicker with a ball switch; takes one of the VUK roles (Orange Portal, Blue Portal, Faith Plate launcher, incinerator lock or exit lock) - assigned at wiring. | — | no |
| VUK4 | VUK4 ball lock (vertical upkicker) | Vertical upkicker with a ball switch; takes one of the VUK roles (Orange Portal, Blue Portal, Faith Plate launcher, incinerator lock or exit lock) - assigned at wiring. | — | no |
| VUK5 | VUK5 ball lock (vertical upkicker) | Vertical upkicker without a ball switch yet; can take one of the VUK roles (Orange Portal, Blue Portal, Faith Plate launcher, incinerator lock or exit lock) once it has one. | — | no |
| VUK7 | VUK7 ball lock (vertical upkicker) | Vertical upkicker without a ball switch yet; can take one of the VUK roles (Orange Portal, Blue Portal, Faith Plate launcher, incinerator lock or exit lock) once it has one. | — | no |
| VUK8 | VUK8 ball lock (vertical upkicker) | Vertical upkicker without a ball switch yet; can take one of the VUK roles (Orange Portal, Blue Portal, Faith Plate launcher, incinerator lock or exit lock) once it has one. | — | no |
| Up4 | Drop-down post (powered down, PWM hold) | Post that moves down when powered (PWM hold): the drop-down post in front of the Incinerator (owner 2026-10-06), keeping it shut until it opens. | — | no |
| S-Target1 | Standup target 1 | One of 7 standup targets: 5 sit on the right arc (2 between the ball dropper and the right orbit, then one each before the right ramp, before the Orange Portal and before the Mid-Flipper), 1 between the rollover button and the incinerator, 1 not placed yet; which label is where is still to map. | — | no |
| S-Target2 | Standup target 2 | One of 7 standup targets: 5 sit on the right arc (2 between the ball dropper and the right orbit, then one each before the right ramp, before the Orange Portal and before the Mid-Flipper), 1 between the rollover button and the incinerator, 1 not placed yet; which label is where is still to map. | — | no |
| S-Target3 | Standup target 3 | One of 7 standup targets: 5 sit on the right arc (2 between the ball dropper and the right orbit, then one each before the right ramp, before the Orange Portal and before the Mid-Flipper), 1 between the rollover button and the incinerator, 1 not placed yet; which label is where is still to map. | — | no |
| S-Target4 | Standup target 4 | One of 7 standup targets: 5 sit on the right arc (2 between the ball dropper and the right orbit, then one each before the right ramp, before the Orange Portal and before the Mid-Flipper), 1 between the rollover button and the incinerator, 1 not placed yet; which label is where is still to map. | — | no |
| S-Target5 | Standup target 5 | One of 7 standup targets: 5 sit on the right arc (2 between the ball dropper and the right orbit, then one each before the right ramp, before the Orange Portal and before the Mid-Flipper), 1 between the rollover button and the incinerator, 1 not placed yet; which label is where is still to map. | — | no |
| S-Target6 | Standup target 6 | One of 7 standup targets: 5 sit on the right arc (2 between the ball dropper and the right orbit, then one each before the right ramp, before the Orange Portal and before the Mid-Flipper), 1 between the rollover button and the incinerator, 1 not placed yet; which label is where is still to map. | — | no |
| S-Target7 | Standup target 7 | One of 7 standup targets: 5 sit on the right arc (2 between the ball dropper and the right orbit, then one each before the right ramp, before the Orange Portal and before the Mid-Flipper), 1 between the rollover button and the incinerator, 1 not placed yet; which label is where is still to map. | — | no |
| panel-ramp | Moving-panel ramp (idea) | Idea, not obtained: a one-piece ramp styled as Portal 2's moving panels, with a sunken pivot at its low end, lifted by a pop-up post: raised it's a high shot into a ramp, lowered the ball rolls over it towards a target. | — | no |
| CoreLock1 | Core lock 1 (idea) | Idea, not obtained: the first of 3 new core locks where GLaDOS's personality cores sit - period 3's Her Cores multiball, the cores released in 3B (rule sheets' toy table). Until they're built the 3 multiball locks stand in. | — | no |
| CoreLock2 | Core lock 2 (idea) | Idea, not obtained: the second of 3 new core locks for GLaDOS's personality cores (period 3, Her Cores). The multiball locks stand in until built. | — | no |
| CoreLock3 | Core lock 3 (idea) | Idea, not obtained: the third of 3 new core locks for GLaDOS's personality cores (period 3, Her Cores). The multiball locks stand in until built. | — | no |
| Screen-Small | Small playfield screen (idea, stretch) | Idea, not obtained: a small screen on the playfield near the exit showing the chamber number (HW-20, D14) and the exit's door state as the games' sign icons: the closed-door X, then the exit icon (owner 2026-10-10, plans/sign-icons.md - the exit's door sign; no moving door, the Drp2 turret bank stays the door). | — | no |
| hidden-side-sensor | Hidden ball sensor in a side panel (idea) | Idea, not obtained: a hidden button - a side panel that looks like the playfield's wall, with an inductive proximity sensor behind it that senses the steel ball without a visible switch. | — | no |