Lethal Weapon 3

Partial

Data East1992DATAEASTdata-east.lethal-weapon-3.1992

2 unresolved conflicts

Sources disagree here and nobody has settled it. Treat these addresses as unproven.

Drive 3 left fitment

Affects
coil.driver-3
Disagreeing sources
Operator manual
VPX script

The Special Coil Wiring Diagram prints 'NO COIL THIS LOCATION' for drive 3's left half, while the same manual's printed-page-28 location drawing has a clearly legible 3L callout in the lower-right shooter-housing/cabinet extension. The drawing does not name the device or expose a recoverable leader termination, and the retained script has no SolCallback(3), so neither fitted nor unused is asserted.

What would settle it

a photograph or parts survey of an unrestored machine's lower-right shooter-housing and cabinet extension showing whether anything is wired to drive 3's printed GRY-ORN CN-11 branch at that location, or a higher-resolution scan of printed page 28 from a second copy of this manual that resolves where the 3L leader terminates.

/outputs/coil.driver-3/availability

Drive 6 flasher effect count

Affects
flasher.driver-6-right
Disagreeing sources
Operator manual
VPX table
VPX script

The manual prints three physical No. 89 flash lamps on right-side drive 6, while the known-working script binds four in-bounds Light effect objects (F130, F130a, F130b, F130c). The four recorded coordinates are presentation effects rather than four claimed physical sockets; an original-machine socket survey is needed to select the three bulbs.

What would settle it

that survey is a photograph of an unrestored playfield counting the No. 89 sockets wired to drive 6's right-side branch and recording where each one sits, which a machine owner or restorer can supply.

/outputs/flasher.driver-6-right/spatial

Wire it up

what an authoring tool needs first
Bind this ROM
lw3_208

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

Controller platform
pinmame.dataeast

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
  • 128x32 Dot Matrix Display128×32
Address space
Switches
-7–64 (66)
Solenoids
1–50 (50)
Lamps
1–64 (64)
DIP
0–0 (1)
Cabinet & flipper inputs
1cabinet.tilt2cabinet.coin3cabinet.start4cabinet.coin5cabinet.coin6cabinet.coin7cabinet.slam-tilt9cabinet.launch15cabinet.flipper.left-button16cabinet.flipper.right-button

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

176 placements · 18 stacked · normalised player view · outline is nominal

210 Outhole · 1 Outhole11 Trough #1 Left12 Trough #2 Center213 Trough #3 Right · 2 Trough Eject314 Shooter Lane · 12 Ball Launch · 7 Fire Uzi17 Left 4 Bank Top 418 Left 4 Bank Mid. 319 Left 4 Bank Mid. 220 Left 4 Bank Bot. 121 Left Orbit Rollover22 Right Orbit Rollover25 Center Drop Tar. Left226 Center Drop Tar. Mid. · 6 Center Drop-Target Bank Reset (manual: Left 3 Bank)27 Center Drop Tar. Right28 Left Outlane29 Left Return230 Left Slingshot · 20 Left Slingshot231 VUK · 15 VUK232 Right Saucer · 5 Right Eject33 Right Drop Tar. Top234 Right Drop Tar. Mid. · 7 Right 3 Bank35 Right Drop Tar. Bot.36 Right Outlane37 Right Return238 Right Slingshot · 21 Right Slingshot39 Left Stand-Up Target240 Left Saucer · 4 Left Eject41 Left Top Lane42 Center Top Lane43 Right Top Lane344 Left Turbo Bumper · 17 Left Turbo Bumper · 60 Left Turbo Bumper345 Center Turbo Bumper · 18 Center Turbo Bumper · 34 Center Turbo Bumper346 Right Turbo Bumper · 19 Right Turbo Bumper · 61 Right Turbo Bumper347 Left Spinner · 27 Flash Lamps, Drive 3 (Right) · 27 Subway248 Right Spinner · 27 Subway49 Ramp Entrance50 Ramp Exit52 Right 10 Point54 Left Orbit R.O. Back Up55 Right Orbit R.O. Back Up29 IWSC Building Flash Lamps · 11 General Illumination Relay9 IWSC Building Flash Lamps11 General Illumination Relay11 General Illumination Relay11 General Illumination Relay11 General Illumination Relay11 General Illumination Relay11 General Illumination Relay11 General Illumination Relay11 General Illumination Relay11 General Illumination Relay11 General Illumination Relay11 General Illumination Relay11 General Illumination Relay11 General Illumination Relay11 General Illumination Relay211 General Illumination Relay · 43 Victory Lap11 General Illumination Relay11 General Illumination Relay11 General Illumination Relay11 General Illumination Relay11 General Illumination Relay11 General Illumination Relay11 General Illumination Relay11 General Illumination Relay11 General Illumination Relay11 General Illumination Relay11 General Illumination Relay11 General Illumination Relay11 General Illumination Relay11 General Illumination Relay11 General Illumination Relay11 General Illumination Relay11 General Illumination Relay11 General Illumination Relay11 General Illumination Relay216 Flash Lamps · 7 Fire Uzi22 Kickback25 Flash Lamps, Drive 1 (Right)26 Flash Lamps, Drive 2 (Right)26 Flash Lamps, Drive 2 (Right)27 Flash Lamps, Drive 3 (Right)28 Flash Lamps, Drive 4 (Right)28 Flash Lamps, Drive 4 (Right)28 Flash Lamps, Drive 4 (Right)29 Flash Lamps, Drive 5 (Right)29 Flash Lamps, Drive 5 (Right)30 Flash Lamps, Drive 6 (Right)30 Flash Lamps, Drive 6 (Right)30 Flash Lamps, Drive 6 (Right)30 Flash Lamps, Drive 6 (Right)31 Flash Lamps, Drive 7 (Right)32 Flash Lamps, Drive 8 (Right)32 Flash Lamps, Drive 8 (Right)1 UziClip Bottom 12 UziClip 23 UziClip 34 UziClip 45 UziClip 56 UziClip Top 68 Bullet Proof Vest9 Start Getaway9 Start Getaway10 3 Million11 Bonus Multiplier12 Lite Super Leo Getz13 Lite Video14 Start Crazy Riggs15 Freeway Loops16 Lethal Weap.1,23 10 Mill.17 Shoot Again18 Murtough's Retire18 Murtough's Retire19 Center Drop Tar. Left20 Center Drop Tar. Mid.21 Center Drop Tar. Right22 Right Drop Tar. Top23 Right Drop Tar. Mid.24 Right Drop Tar. Bot.25 Lite Karate Kick26 Million Plus28 2X29 4X30 6X31 8X32 Bonus Multiplier & Hold35 Top Left Lane36 Top Middle Lane37 Top Right Lane38 Collect 1 L.W.12339 Lite Jackpot 140 Extra Ball41 Ramp Looping42 Double Jackpot44 Silent Alarm45 Left Bank 1 Top46 Left Bank 247 Left Bank 348 Left Bank 4 Bot.49 3 Million50 6 Million51 9 Million52 12 Million53 15 Million54 Collect 2 L.W.12355 Lite Jackpot 256 Video Mode57 Karate Kick58 Collect Jackpot59 Freeway For Extra Ball62 Collect 3 L.W.12363 Lite Jackpot 364 Leo Getz

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 playfield102
  • sensorsenses the ball40
  • effectmoves the ball34
  • nStackseveral devices in one spot18
128 devices shown

Not on the playfield19 virtual, 16 unused, 14 cabinet or service, 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.

Completion75%

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
candidate
Physical Wiring
validated
Mechanisms
validated
Variant Coverage
validated
Recreation Knowledge
validated
Still missing · 4
Output SemanticsPolaritySpatial PlacementUnresolved Conflicts

Switches

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

66 addresses

Switch map

Sequential addresses, grouped in columns of eight.

used unused
 
+0
+1
+2
+3
+4
+5
+6
+7
1–8
9–16
17–24
25–32
33–40
41–48
49–56
57–64
Hover or tap an address to identify it.

Outside the matrix-7, -6 — dedicated, diagnostic or flipper-column addresses. See the table below.

66 shown
# Name Device ID Role Wiring Evidence
-7
Advance (Black Button)
switch.diagnostic-7
validated
-6
Up/Down (Green Button)
switch.diagnostic-6
validated
1
Plumb Tilt
switch.matrix-1
cabinet.tilt
CN8-1GRN-BRN
CN10-9WHT-BRN
CPU Board
validated
2
4th Coin
switch.matrix-2
cabinet.coin
CN8-1GRN-BRN
CN10-8WHT-RED
CPU Board
validated
3
Credit Button
switch.matrix-3
cabinet.start
CN8-1GRN-BRN
CN10-7WHT-ORN
CPU Board
validated
4
Right Coin
switch.matrix-4
cabinet.coin
CN8-1GRN-BRN
CN10-6WHT-YEL
CPU Board
validated
5
Center Coin
switch.matrix-5
cabinet.coin
CN8-1GRN-BRN
CN10-5WHT-GRN
CPU Board
validated
6
Left Coin
switch.matrix-6
cabinet.coin
CN8-1GRN-BRN
CN10-3WHT-BLU
CPU Board
validated
7
Slam Tilt
switch.matrix-7
cabinet.slam-tilt
CN8-1GRN-BRN
CN10-2WHT-VIO
CPU Board
validated
8
Unused Switch 8
switch.matrix-8
CN8-1GRN-BRN
CN10-1WHT-GRY
CPU Board
validated
9
Launch Trigger
switch.matrix-9
cabinet.launch
CN8-2GRN-RED
CN10-9WHT-BRN
CPU Board
validated
10
Outhole
switch.matrix-10
CN8-2GRN-RED
CN10-8WHT-RED
CPU Board
validated
11
Trough #1 Left
switch.matrix-11
CN8-2GRN-RED
CN10-7WHT-ORN
CPU Board
validated
12
Trough #2 Center
switch.matrix-12
CN8-2GRN-RED
CN10-6WHT-YEL
CPU Board
validated
13
Trough #3 Right
switch.matrix-13
CN8-2GRN-RED
CN10-5WHT-GRN
CPU Board
validated
14
Shooter Lane
switch.matrix-14
CN8-2GRN-RED
CN10-3WHT-BLU
CPU Board
validated
15
Left Flipper Cabinet Button
switch.matrix-15
cabinet.flipper.left-button
CN8-2GRN-RED
CN10-2WHT-VIO
CPU Board
validated
16
Right Flipper Cabinet Button
switch.matrix-16
cabinet.flipper.right-button
CN8-2GRN-RED
CN10-1WHT-GRY
CPU Board
validated
17
Left 4 Bank Top 4
switch.matrix-17
CN8-3GRN-ORN
CN10-9WHT-BRN
CPU Board
validated
18
Left 4 Bank Mid. 3
switch.matrix-18
CN8-3GRN-ORN
CN10-8WHT-RED
CPU Board
validated
19
Left 4 Bank Mid. 2
switch.matrix-19
CN8-3GRN-ORN
CN10-7WHT-ORN
CPU Board
validated
20
Left 4 Bank Bot. 1
switch.matrix-20
CN8-3GRN-ORN
CN10-6WHT-YEL
CPU Board
validated
21
Left Orbit Rollover
switch.matrix-21
CN8-3GRN-ORN
CN10-5WHT-GRN
CPU Board
validated
22
Right Orbit Rollover
switch.matrix-22
CN8-3GRN-ORN
CN10-3WHT-BLU
CPU Board
validated
23
Unused Switch 23
switch.matrix-23
CN8-3GRN-ORN
CN10-2WHT-VIO
CPU Board
validated
24
Unused Switch 24
switch.matrix-24
CN8-3GRN-ORN
CN10-1WHT-GRY
CPU Board
validated
25
Center Drop Tar. Left
switch.matrix-25
CN8-4GRN-YEL
CN10-9WHT-BRN
CPU Board
validated
26
Center Drop Tar. Mid.
switch.matrix-26
CN8-4GRN-YEL
CN10-8WHT-RED
CPU Board
validated
27
Center Drop Tar. Right
switch.matrix-27
CN8-4GRN-YEL
CN10-7WHT-ORN
CPU Board
validated
28
Left Outlane
switch.matrix-28
CN8-4GRN-YEL
CN10-6WHT-YEL
CPU Board
validated
29
Left Return
switch.matrix-29
CN8-4GRN-YEL
CN10-5WHT-GRN
CPU Board
validated
30
Left Slingshot
switch.matrix-30
CN8-4GRN-YEL
CN10-3WHT-BLU
CPU Board
validated
31
VUK
switch.matrix-31
CN8-4GRN-YEL
CN10-2WHT-VIO
CPU Board
validated
32
Right Saucer
switch.matrix-32
CN8-4GRN-YEL
CN10-1WHT-GRY
CPU Board
validated
33
Right Drop Tar. Top
switch.matrix-33
CN8-5GRN-BLK
CN10-9WHT-BRN
CPU Board
validated
34
Right Drop Tar. Mid.
switch.matrix-34
CN8-5GRN-BLK
CN10-8WHT-RED
CPU Board
validated
35
Right Drop Tar. Bot.
switch.matrix-35
CN8-5GRN-BLK
CN10-7WHT-ORN
CPU Board
validated
36
Right Outlane
switch.matrix-36
CN8-5GRN-BLK
CN10-6WHT-YEL
CPU Board
validated
37
Right Return
switch.matrix-37
CN8-5GRN-BLK
CN10-5WHT-GRN
CPU Board
validated
38
Right Slingshot
switch.matrix-38
CN8-5GRN-BLK
CN10-3WHT-BLU
CPU Board
validated
39
Left Stand-Up Target
switch.matrix-39
CN8-5GRN-BLK
CN10-2WHT-VIO
CPU Board
validated
40
Left Saucer
switch.matrix-40
CN8-5GRN-BLK
CN10-1WHT-GRY
CPU Board
validated
41
Left Top Lane
switch.matrix-41
CN8-7GRN-BLU
CN10-9WHT-BRN
CPU Board
validated
42
Center Top Lane
switch.matrix-42
CN8-7GRN-BLU
CN10-8WHT-RED
CPU Board
validated
43
Right Top Lane
switch.matrix-43
CN8-7GRN-BLU
CN10-7WHT-ORN
CPU Board
validated
44
Left Turbo Bumper
switch.matrix-44
CN8-7GRN-BLU
CN10-6WHT-YEL
CPU Board
validated
45
Center Turbo Bumper
switch.matrix-45
CN8-7GRN-BLU
CN10-5WHT-GRN
CPU Board
validated
46
Right Turbo Bumper
switch.matrix-46
CN8-7GRN-BLU
CN10-3WHT-BLU
CPU Board
validated
47
Left Spinner
switch.matrix-47
CN8-7GRN-BLU
CN10-2WHT-VIO
CPU Board
validated
48
Right Spinner
switch.matrix-48
CN8-7GRN-BLU
CN10-1WHT-GRY
CPU Board
validated
49
Ramp Entrance
switch.matrix-49
CN8-8GRN-VIO
CN10-9WHT-BRN
CPU Board
validated
50
Ramp Exit
switch.matrix-50
CN8-8GRN-VIO
CN10-8WHT-RED
CPU Board
validated
51
Unused Switch 51
switch.matrix-51
CN8-8GRN-VIO
CN10-7WHT-ORN
CPU Board
validated
52
Right 10 Point
switch.matrix-52
CN8-8GRN-VIO
CN10-6WHT-YEL
CPU Board
validated
53
Unused Switch 53
switch.matrix-53
CN8-8GRN-VIO
CN10-5WHT-GRN
CPU Board
validated
54
Left Orbit R.O. Back Up
switch.matrix-54
CN8-8GRN-VIO
CN10-3WHT-BLU
CPU Board
validated
55
Right Orbit R.O. Back Up
switch.matrix-55
CN8-8GRN-VIO
CN10-2WHT-VIO
CPU Board
validated
56
Unused Switch 56
switch.matrix-56
CN8-8GRN-VIO
CN10-1WHT-GRY
CPU Board
validated
57
Unused Switch 57
switch.matrix-57
CN8-9GRN-GRY
CN10-9WHT-BRN
CPU Board
validated
58
Unused Switch 58
switch.matrix-58
CN8-9GRN-GRY
CN10-8WHT-RED
CPU Board
validated
59
Unused Switch 59
switch.matrix-59
CN8-9GRN-GRY
CN10-7WHT-ORN
CPU Board
validated
60
Unused Switch 60
switch.matrix-60
CN8-9GRN-GRY
CN10-6WHT-YEL
CPU Board
validated
61
Unused Switch 61
switch.matrix-61
CN8-9GRN-GRY
CN10-5WHT-GRN
CPU Board
validated
62
Unused Switch 62
switch.matrix-62
CN8-9GRN-GRY
CN10-3WHT-BLU
CPU Board
validated
63
Unused Switch 63
switch.matrix-63
CN8-9GRN-GRY
CN10-2WHT-VIO
CPU Board
validated
64
Unused Switch 64
switch.matrix-64
CN8-9GRN-GRY
CN10-1WHT-GRY
CPU Board
validated

Controlled devices

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

Coils, magnets & motors

18
18 shown
# Name Device ID Kind Wiring Evidence
1
Outhole
coil.driver-1 Coil
Q46GRY-BRN
CPU Board
validated
2
Trough Eject
coil.driver-2 Coil
Q45GRY-RED
CPU Board
validated
3
Unresolved Left Driver 3 (manual conflict)
coil.driver-3 Coil
Q44GRY-ORN
CPU Board
candidate
4
Left Eject
coil.driver-4 Coil
Q43GRY-YEL
CPU Board
validated
5
Right Eject
coil.driver-5 Coil
Q42GRY-GRN
CPU Board
validated
6
Center Drop-Target Bank Reset (manual: Left 3 Bank)
coil.driver-6 Coil
Q41GRY-BLU
CPU Board
validated
7
Right 3 Bank
coil.driver-7 Coil
Q40GRY-VIO
CPU Board
validated
8
Knocker
coil.driver-8 Coil
Q39GRY-BLK
CPU Board
validated
10
Left/Right Coil Relay
coil.driver-10 Relay
Q29BLK-RED
CPU Board
validated
12
Ball Launch
coil.driver-12 Coil
Q27BRN-YEL
CPU Board
validated
14
Mars Light Beacon
coil.driver-14 Motor
Q25BRN-BLU
CPU Board
validated
15
VUK
coil.driver-15 Coil
Q24WHT-VIO
CPU Board
validated
17
Left Turbo Bumper
coil.driver-17 Coil
Q11BLU-BRN
CPU Board
validated
18
Center Turbo Bumper
coil.driver-18 Coil
Q9BLU-RED
CPU Board
validated
19
Right Turbo Bumper
coil.driver-19 Coil
Q8BLU-ORN
CPU Board
validated
20
Left Slingshot
coil.driver-20 Coil
Q10BLU-YEL
CPU Board
validated
21
Right Slingshot
coil.driver-21 Coil
Q12BLU-GRN
CPU Board
validated
22
Kickback
coil.driver-22 Coil
Q13BLU-BLK
CPU Board
validated

Flashers

10
10 shown
# Name Device ID Wiring Evidence
9
IWSC Building Flash Lamps
coil.driver-9
Q30BRN-BLK
CPU Board
validated
16
Flash Lamps
coil.driver-16
Q23BRN-GRY
CPU Board
validated
25
Flash Lamps, Drive 1 (Right)
flasher.driver-1-right
Q46GRY-BRN
CPU Board
validated
26
Flash Lamps, Drive 2 (Right)
flasher.driver-2-right
Q45GRY-RED
CPU Board
validated
27
Flash Lamps, Drive 3 (Right)
flasher.driver-3-right
Q44GRY-ORN
CPU Board
validated
28
Flash Lamps, Drive 4 (Right)
flasher.driver-4-right
Q43GRY-YEL
CPU Board
validated
29
Flash Lamps, Drive 5 (Right)
flasher.driver-5-right
Q42GRY-GRN
CPU Board
validated
30
Flash Lamps, Drive 6 (Right)
flasher.driver-6-right
Q41GRY-BLU
CPU Board
validated
31
Flash Lamps, Drive 7 (Right)
flasher.driver-7-right
Q40GRY-VIO
CPU Board
validated
32
Flash Lamps, Drive 8 (Right)
flasher.driver-8-right
Q39GRY-BLK
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
UziClip Bottom 1
lamp.matrix-1
Q71
CPU Board
validated
2
UziClip 2
lamp.matrix-2
Q71
CPU Board
validated
3
UziClip 3
lamp.matrix-3
Q71
CPU Board
validated
4
UziClip 4
lamp.matrix-4
Q71
CPU Board
validated
5
UziClip 5
lamp.matrix-5
Q71
CPU Board
validated
6
UziClip Top 6
lamp.matrix-6
Q71
CPU Board
validated
7
Fire Uzi
lamp.matrix-7
Q71
CPU Board
validated
8
Bullet Proof Vest
lamp.matrix-8
Q71
CPU Board
validated
9
Start Getaway
lamp.matrix-9
Q70
CPU Board
validated
10
3 Million
lamp.matrix-10
Q70
CPU Board
validated
11
Bonus Multiplier
lamp.matrix-11
Q70
CPU Board
validated
12
Lite Super Leo Getz
lamp.matrix-12
Q70
CPU Board
validated
13
Lite Video
lamp.matrix-13
Q70
CPU Board
validated
14
Start Crazy Riggs
lamp.matrix-14
Q70
CPU Board
validated
15
Freeway Loops
lamp.matrix-15
Q70
CPU Board
validated
16
Lethal Weap.1,23 10 Mill.
lamp.matrix-16
Q70
CPU Board
validated
17
Shoot Again
lamp.matrix-17
Q69
CPU Board
validated
18
Murtough's Retire
lamp.matrix-18
Q69
CPU Board
validated
19
Center Drop Tar. Left
lamp.matrix-19
Q69
CPU Board
validated
20
Center Drop Tar. Mid.
lamp.matrix-20
Q69
CPU Board
validated
21
Center Drop Tar. Right
lamp.matrix-21
Q69
CPU Board
validated
22
Right Drop Tar. Top
lamp.matrix-22
Q69
CPU Board
validated
23
Right Drop Tar. Mid.
lamp.matrix-23
Q69
CPU Board
validated
24
Right Drop Tar. Bot.
lamp.matrix-24
Q69
CPU Board
validated
25
Lite Karate Kick
lamp.matrix-25
Q68
CPU Board
validated
26
Million Plus
lamp.matrix-26
Q68
CPU Board
validated
27
Subway
lamp.matrix-27
Q68
CPU Board
validated
28
2X
lamp.matrix-28
Q68
CPU Board
validated
29
4X
lamp.matrix-29
Q68
CPU Board
validated
30
6X
lamp.matrix-30
Q68
CPU Board
validated
31
8X
lamp.matrix-31
Q68
CPU Board
validated
32
Bonus Multiplier & Hold
lamp.matrix-32
Q68
CPU Board
validated
33
Cab.-Start Button
lamp.matrix-33
cabinet.start
Q67
CPU Board
validated
34
Center Turbo Bumper
lamp.matrix-34
Q67
CPU Board
validated
35
Top Left Lane
lamp.matrix-35
Q67
CPU Board
validated
36
Top Middle Lane
lamp.matrix-36
Q67
CPU Board
validated
37
Top Right Lane
lamp.matrix-37
Q67
CPU Board
validated
38
Collect 1 L.W.123
lamp.matrix-38
Q67
CPU Board
validated
39
Lite Jackpot 1
lamp.matrix-39
Q67
CPU Board
validated
40
Extra Ball
lamp.matrix-40
Q67
CPU Board
validated
41
Ramp Looping
lamp.matrix-41
Q66
CPU Board
validated
42
Double Jackpot
lamp.matrix-42
Q66
CPU Board
validated
43
Victory Lap
lamp.matrix-43
Q66
CPU Board
validated
44
Silent Alarm
lamp.matrix-44
Q66
CPU Board
validated
45
Left Bank 1 Top
lamp.matrix-45
Q66
CPU Board
validated
46
Left Bank 2
lamp.matrix-46
Q66
CPU Board
validated
47
Left Bank 3
lamp.matrix-47
Q66
CPU Board
validated
48
Left Bank 4 Bot.
lamp.matrix-48
Q66
CPU Board
validated
49
3 Million
lamp.matrix-49
Q65
CPU Board
validated
50
6 Million
lamp.matrix-50
Q65
CPU Board
validated
51
9 Million
lamp.matrix-51
Q65
CPU Board
validated
52
12 Million
lamp.matrix-52
Q65
CPU Board
validated
53
15 Million
lamp.matrix-53
Q65
CPU Board
validated
54
Collect 2 L.W.123
lamp.matrix-54
Q65
CPU Board
validated
55
Lite Jackpot 2
lamp.matrix-55
Q65
CPU Board
validated
56
Video Mode
lamp.matrix-56
Q65
CPU Board
validated
57
Karate Kick
lamp.matrix-57
Q64
CPU Board
validated
58
Collect Jackpot
lamp.matrix-58
Q64
CPU Board
validated
59
Freeway For Extra Ball
lamp.matrix-59
Q64
CPU Board
validated
60
Left Turbo Bumper
lamp.matrix-60
Q64
CPU Board
validated
61
Right Turbo Bumper
lamp.matrix-61
Q64
CPU Board
validated
62
Collect 3 L.W.123
lamp.matrix-62
Q64
CPU Board
validated
63
Lite Jackpot 3
lamp.matrix-63
Q64
CPU Board
validated
64
Leo Getz
lamp.matrix-64
Q64
CPU Board
validated

General illumination

1
1 shown
# Name Device ID Role Wiring Evidence
11
General Illumination Relay
coil.driver-11
playfield.general-illumination
Q28BRN-ORN
CPU Board
validated

Virtual & other outputs

20
20 shown
# Name Device ID Wiring Evidence
13
Unfitted Driver 13
coil.driver-13
Q26BRN-GRN
CPU Board
validated
24
Unused Solenoid 24
coil.unused-24
validated
33
Inert Solenoid Address 33
coil.inert-33
validated
34
Inert Solenoid Address 34
coil.inert-34
validated
35
Inert Solenoid Address 35
coil.inert-35
validated
36
Inert Solenoid Address 36
coil.inert-36
validated
37
Inert Solenoid Address 37
coil.inert-37
validated
38
Inert Solenoid Address 38
coil.inert-38
validated
39
Inert Solenoid Address 39
coil.inert-39
validated
40
Inert Solenoid Address 40
coil.inert-40
validated
41
Inert Solenoid Address 41
coil.inert-41
validated
42
Inert Solenoid Address 42
coil.inert-42
validated
43
Inert Solenoid Address 43
coil.inert-43
validated
44
Inert Solenoid Address 44
coil.inert-44
validated
45
Synthetic Lower Right Flipper Power
coil.flipper-45
ORN-VIO
Flipper PCB
validated
46
Synthetic Lower Right Flipper Hold
coil.flipper-46
ORN-VIO
Flipper PCB
validated
47
Synthetic Lower Left Flipper Power
coil.flipper-47
ORN-GRY
Flipper PCB
validated
48
Synthetic Lower Left Flipper Hold
coil.flipper-48
ORN-GRY
Flipper PCB
validated
49
Simulation Ball Shooter
coil.reserved-49
validated
50
Reserved Solenoid 50
coil.reserved-50
validated

Configuration & other inputs

1 shown
# Name Device ID Evidence
0
Jumper W7
dip.jumper-w7 observed

Mechanisms

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

Ball Trough

mechanism.ball-trough

Kicker

Outhole at 10 feeding a three-position trough at 11-13. The manual wires printed drive 1 to the Outhole coil and drive 2 to the Trough Eject coil, and the retained script binds SolCallback(1) to SolTrough and SolCallback(2) to SolRelease, so the manual and the script agree on both actuators. Individual trough positions have no table object of their own.

Center Drop Target Bank

mechanism.center-drop-bank

Drop Target Bank

Three drop targets printed Center Drop Tar. Left/Mid./Right at 25-27, reset as a bank. These are genuinely drop targets rather than standups: the retained script builds a DropTarget instance per address (DT25, DT26, DT27) and binds the reset coil through SolCallback(6) = dtMSolDropUp. The drive table calls the left relay half 'LEFT 3 BANK', but the same manual's printed-page-28 location drawing places callout 6L beside the physical center bank, so the label denotes the relay half rather than a left-side playfield bank.

Left 4 Bank Targets

mechanism.left-four-bank

Other

Four stationary stand-up targets printed Left 4 Bank Top 4 / Mid. 3 / Mid. 2 / Bot. 1 at 17-20. The switch-parts table assigns all four ordinary stand-up target part 180-5082-06, the printed coil inventory carries no reset drive for them, and the retained script models them as hit targets rather than DropTarget instances. They therefore have no actuator.

Mars Light Beacon

mechanism.mars-light

Motorized

A rotating beacon. The Special Coil Wiring Diagram draws a MARS LIGHT through a 1 AMP S.B. fuse to PSCN 4 on a node that both drive 13 and drive 14 touch, and prints 'NO COIL AT THIS LOCATION' against drive 13, so the drawing alone does not say which energises it. The retained known-working script settles it: SolCallback(14) is SolRotateBeacons, commented 'Mars Light aka Beacon'. Drive 13 carries no device.

Ball Lock Ejects

mechanism.ball-locks

Kicker

Two eject assemblies, printed Left Eject on drive 4 and Right Eject on drive 5, with the Right Saucer at switch 32 and the Left Saucer at switch 40. The script binds them as two cvpmBallStack devices, SolCallback(4) = bsLock.SolOut and SolCallback(5) = bsLock2.SolOut. The same script explicitly initializes bsLock with sw40 and bsLock2 with sw32, so drive 4 pairs with the Left Saucer and drive 5 with the Right Saucer; the manual and script agree on both complete sensor-to-actuator paths.

Vertical Up-Kicker

mechanism.vertical-up-kicker

Kicker

The VUK at switch 31, kicked by printed drive 15 which the manual wires at +50 V through Q2. The script agrees: SolCallback(15) is VukTopPop.

Drives
Senses

Kickback

mechanism.kickback

Kicker

Printed drive 22 is 'Kickback (See Schematic)' among the switched solenoids, and the script binds SolCallback(22) to SolKickback. The superseded legacy migrated record also names address 22 Kickback, so all three agree.

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 - manual-verified I/O for the full 8x8 switch and lamp matrices with connector, wire-colour and drive-transistor wiring, all 22 printed coil-driver slots including the Left/Right relay pair, and nine source-reconciled mechanisms; the retained table provides normalized positions for all fitted playfield switches, 63 of 64 lamp addresses, fourteen playfield coil mechanisms, the modelled flasher effects, and 35 in-bounds GI emitters; held below author-ready because drive 3's left-side fitment, physical flasher sockets, the knocker location, spatial validation, switch polarity, and two source conflicts are not yet complete

Identity

Data East Lethal Weapon 3, 1992, GEN_DEDMD32 - the 128x32 DMD generation, sound board DE2S. PinMAME roots the family at lw3_208 with 9 drivers, every one sharing init_lw3 and therefore one lw3GameData, so all nine present identical playfield hardware. Three of the nine are later software rather than factory firmware - a 2013 voices mod and two 2020 community rulesets - which run on this same cabinet and so remain driver variants rather than new games. The voices mod is also the one set whose sound ROMs differ, swapping two of three for _vm variants; the other eight are uniform.

The addendum corrects the manual about the display

The manual as printed says, on printed page 23, that the display is 32 x 64 dots. It is wrong. The factory addendum of 2 July 1992 states "The display is made up of 32 X 128 Dots not 32 X 64 Dots", and that is what pinned PinMAME independently declares through de_128x32DMD and SNDBRD_DEDMD32. Without the addendum the manual and the emulator would appear to disagree about the display and the manual would have been the wrong side to believe. It is recorded as its own source, not folded into the manual's, because it is a primary factory correction.

The address model, and where it differs from WPC and Whitestar

Data East runs on the shared Williams System 11 core (s11.c); there is no de.c. s11.c installs no switch or lamp conversion of its own, so it inherits PinMAME's sequential defaults. Both printed matrices are column-major: address = (column - 1) x 8 + row. Column 1 of the switch matrix is the cabinet/coin column.

  • There is no GI channel at all. General illumination is public solenoid 11, printed "GENERAL ILLUM. RELAY" (K-1) and commented // GI output in s11.c's own lw3_ typing block. The retained script agrees, naming its callback SolRelayGI. This is the second Data East machine in the project to confirm it, from a different manual.
  • Public solenoid 10 is the Left/Right relay, printed "L/R COIL RELAY", which re-publishes outputs 1-8 at 25-32. The retained script binds all eight right-side addresses to Flash1R through Flash8R, so the pairing is confirmed on both sides. The superseded legacy record omits address 10 entirely.
  • 64 lamps, and every one is populated - the printed chart carries no "Not Used" cell.
  • Solenoids 33-44 are permanently zero on this machine. That conclusion is scoped to lw3GameData: other Data East/System 11-derived configurations can populate part of the range through S11_PRINTERLINE or S11_SNDOVERLAY.

Public switches 15 and 16 are cabinet flipper buttons despite the matrix labels

The manual contradicts itself. Its switch-matrix chart names addresses 15 and 16 Left EOS and Right EOS, but the adjacent Switch Part Numbers table lists 15* Left Flip. Cab and 16* Right Flip. Cab. with part number 180-5048-01, and its legend says * Indicates Cabinet Switches. The parts table is the more specific physical identification and agrees with both PinMAME and the known-working script, so the canonical labels are Left/Right Flipper Cabinet Button while the printed EOS aliases remain documented.

core.c:1740-1741 writes the flipper button state into the addresses FLIP_SWNO(15,16) names, and because this game declares no FLIP_SOL the end-of-stroke simulation at core.c:1756-1775 never runs, so no end-of-stroke state is modelled.

The mirroring is mode-dependent, and an unqualified rule here would be wrong. Those two core_setSw calls sit inside #ifdef PROC_SUPPORT / if (!coreGlobals.p_rocEn) at core.c:1733, under the comment "Only handle flipper switches if we're not in a real game, otherwise they will get physically activated anyway". In an ordinary emulation build the addresses are rewritten from the flipper button bits on every core_updateSw pass, so a recreation cannot publish an end-of-stroke reading on them. In a P-ROC build driving real hardware the writes are skipped, because physical switches supply the state instead.

The retained known-working VPW 2.0 script does drive both addresses from the cabinet flipper key, at script.vbs:928-929 on key down and 960-961 on key up. That agrees with what the emulator mirrors, so it is redundant in an ordinary build rather than authoritative - and it is what a P-ROC-mode consumer would need. An earlier revision of this note asserted flatly that a recreation "must not drive 15 or 16" while the working recreation does exactly that; the rule was both unqualified and contradicted by the evidence.

The superseded legacy record labels them "Left/Right Flipper Button", which describes what the emulator publishes rather than what the manual prints; both are recorded here.

Lamps bind through vpmMapLights, not Lampz

The retained table uses the older idiom: each light's own TimerInterval field IS its ROM lamp index, and the lights sit in an AllLamps collection. A resolver written for the newer Lampz.MassAssign convention finds zero lamps here and reports a clean-looking result, which is how it was nearly missed. Four addresses - 7, 9, 18 and 27 - drive two bulbs at genuinely different playfield positions; lamp 18's pair sits at opposite sides of the table. Each is placed individually rather than averaged, because a centroid between two real inserts is a coordinate with no bulb in it.

Evidence and its limits

The contributor-supplied manual has no text layer whatsoever - 93 pages, 0 characters - so every table here was read from 400 dpi renders and transcribed by hand. Four excerpts are committed beside this definition and digest-checked.

Spatial placement rests on one canonical VPW 2.0 extraction whose playfield is 952 x 2162. Fourteen playfield coils are placed at the retained Kicker, Bumper, Plunger, target-bank or slingshot mechanism they actuate, with the manual location drawing independently confirming the physical feature; these are mechanism locations, not invented winding centers. The knocker remains unplaced because the printed drawing has no readable 8L callout and the script's KnockerPosition is only a sound-placement helper. Driver 3 also remains unplaced and has unknown fitment: the drive table prints no coil while the same manual's location drawing clearly prints 3L in the lower-right shooter-housing/cabinet extension without naming the device. The retained script also binds direct flashers 9 and 16, muxed flashers 25-32, and the solenoid-11 GI relay to exact Light objects; all in-bounds visual effects are retained individually, while the GI_BG object is excluded because its negative raw y coordinate makes it an off-playfield proxy.

Flasher Light objects are presentation effects rather than a physical socket survey. Their counts are lower than the manual bulb quantities at addresses 9, 16, 25-27, 29, 31 and 32; address 30 is the opposite mismatch, with four retained effects for three printed bulbs, and is preserved as conflict.drive-6-flasher-effect-count. Address 28 happens to match three-to-three, but count agreement alone still does not prove socket identity. Three additional local tables were inspected during maintainer review, but their credits establish a Javier to 32Assassin to VPW derivative chain, so they are not independent corroboration. Every coordinate therefore remains observed until an independent recreation or a complete original-machine location/socket survey agrees.

The drive-6 label is reconciled by the manual's own location drawing. Its drive table says LEFT 3 BANK, but printed page 28 places callout 6L beside the center drop-target bank, agreeing with the switch chart and the known-working script's dtM binding. The definition therefore calls the device Center Drop-Target Bank Reset while preserving Left 3 Bank as the manual wording; the relay-half name alone does not establish left-versus-center placement, as drive 7 appears in the same printed Left coil column but is named RIGHT 3 BANK.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
lw3_301Lethal Weapon 3 (3.01 unofficial MOD)
Differs from the root in the CPU ROM (LW3CPUU.301), the display 1 ROM (lw3drom1.300), the display 0 ROM (lw3drom0.300). The shared lw3GameData means the address model is unchanged. PinMAME dates this set 2020: it is later software for the same physical machine, not a new game.
2020lw3_208identical
lw3_300Lethal Weapon 3 (3.00 unofficial MOD)
Differs from the root in the CPU ROM (LW3CPUU.300), the display 1 ROM (lw3drom1.300), the display 0 ROM (lw3drom0.300). The shared lw3GameData means the address model is unchanged. PinMAME dates this set 2020: it is later software for the same physical machine, not a new game.
2020lw3_208identical
lw3_208pLethal Weapon 3 (2.08p, Voices Mod)
Differs from the root in the sound U17 ROM (lw3u17_vm.dat), the sound U21 ROM (lw3u21_vm.dat). The shared lw3GameData means the address model is unchanged. PinMAME dates this set 2013: it is later software for the same physical machine, not a new game.
2013lw3_208identical
lw3_e204Lethal Weapon 3 (2.04 English)
Differs from the root in the CPU ROM (lw3cpue.204), the display 1 ROM (lw3dsp1a.202), the display 0 ROM (lw3dsp0a.202). The shared lw3GameData means the address model is unchanged.
1992lw3_208identical
lw3_208Lethal Weapon 3 (2.08)
Clone-tree root and the latest shipped production firmware. Every lw3_* set shares one lw3GameData through PinMAME's CORE_GAMEDEF macro, so all nine present identical playfield hardware and identical public addresses. Three of the nine are later software rather than factory releases - a 2013 voices mod and two 2020 community rulesets - which run on this same physical machine and so remain driver variants of it rather than new games.
1992identical
lw3_207Lethal Weapon 3 (2.07 Canadian)
Differs from the root in the CPU ROM (lw3gc5.207). The shared lw3GameData means the address model is unchanged.
1992lw3_208identical
lw3_205Lethal Weapon 3 (2.05)
Differs from the root in the CPU ROM (lw3gc5.205), the display 1 ROM (lw3dsp1.205), the display 0 ROM (lw3dsp0.205). The shared lw3GameData means the address model is unchanged.
1992lw3_208identical
lw3_203Lethal Weapon 3 (2.03)
Differs from the root in the CPU ROM (lw3cpuu.203), the display 1 ROM (lw3dsp1.204), the display 0 ROM (lw3dsp0.204). The shared lw3GameData means the address model is unchanged.
1992lw3_208identical

Parent set: lw3_208 — clones share this definition unless a hardware difference is noted.

Pinball memory maps

External source LGPL-3.0-only2 maps

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.

lw3_200.map.json

dataeastv5format 0.8

maps/dataeast/version3/lw3_200.map.json

Applies to ROMs
lw3_200lw3_203lw3_205lw3_e204
Sections
game_statehigh_scores

dataeast defines the RAM layout this map’s offsets are read against — the map is not interpretable without it.

lw3_208.map.json

dataeastv8format 0.8

maps/dataeast/version3/lw3_208.map.json

Applies to ROMs
lw3_208lw3_208plw3_300lw3_301
Also covers
aar_101mj_130
Sections
game_statehigh_scores

dataeast 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.4ec52ff0ac13

    PinmameGetGames

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • PinMAME source

    BSD-3-Clause

    pinmame.core.4ec52ff0ac13

    src/wpc/degames.c; src/wpc/s11.c; src/wpc/s11.h; src/wpc/core.c; src/wpc/core.h; src/wpc/dedmd.c; src/wpc/desound.c

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • Operator manual

    manual.data-east.lethal-weapon-3.1992

    Lethal_Weapon_3_OPS.pdf; printed pages 24-29 (PDF 28-33); contributor-supplied scan, 93 pages, no text layer

    external:pinmame-manual-cache/by-machine/data-east.lethal-weapon-3.1992/contributor-supplied/Lethal_Weapon_3_OPS.pdf
    by
    Data East Pinball, Inc.
    sha256
    e285463cbee4…
  • Service bulletin

    manual-addendum.data-east.lethal-weapon-3.1992

    LW3Addendum.pdf; 2 pages dated 2 July 1992; text changes to printed pages 19 and 23, parts changes to 30-41, and a flipper-assembly parts illustration

    external:pinmame-manual-cache/by-machine/data-east.lethal-weapon-3.1992/contributor-supplied/LW3Addendum.pdf
    by
    Data East Pinball, Inc.
    sha256
    c8f8a9d26532…
  • VPX table

    vpx-table.lethal-weapon-3-vpw-2-0

    retained known-working recreation, VPW 2.0; playfield 952 x 2162

    external:pinmame-vpx-sources/data-east/lethal-weapon-3-1992/Lethal%20Weapon%203%20%28Data%20East%201992%29%20VPW%202.0.vpx
    by
    VPW; the table script credits tomate, apophis, iaakki, mcarter78, DGrimmReaper, fluffhead and Wylte
    sha256
    915b733234b9…
  • VPX script

    vpx-script.lethal-weapon-3-vpw-2-0

    table script; vpmMapLights AllLamps binding, SolCallback/SolModCallback map and Controller.Switch handlers

    external:pinmame-vpx-sources/data-east/lethal-weapon-3-1992/Lethal%20Weapon%203%20%28Data%20East%201992%29%20VPW%202.0.vbs
    by
    VPW; the table script credits tomate, apophis, iaakki, mcarter78, DGrimmReaper, fluffhead and Wylte
    sha256
    d6c42eb3bd05…
  • VPX table

    vpx-extraction.lethal-weapon-3-vpw-2-0

    vpxtool extraction of the retained table, 2135 files, 842643935 bytes; the manifest's own manifest_sha256 field is 3735e00679d008b8bb7936bae43b11a93b231394f40b8b37a7ebf3f07fe9cb83 and is recomputable by the algorithm the file states

    external:pinmame-vpx-sources/data-east/lethal-weapon-3-1992/extraction-manifest.json
    by
    VPW; the table script credits tomate, apophis, iaakki, mcarter78, DGrimmReaper, fluffhead and Wylte
    sha256
    b52eac248a97…
  • Legacy definition

    legacy.game.lw3

    games/lw3.json; origin=vbscript-parser

    by
    pinmame-game-defs contributors
    rev
    4ea106d08072

Something wrong or missing?

This definition still has 4 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