Starship Troopers

Partial

Sega1997SEGAsega.starship-troopers.1997

Wire it up

what an authoring tool needs first
Bind this ROM
startrp

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

Controller platform
pinmame.sega

PinMAME already reports logical active state. Do not invert again in the table — normally-closed is a physical fact recorded per switch, not a runtime transform.

Displays

No display inventory recorded yet.

Address space
Switches
9–88 (50)
Solenoids
1–48 (22)
Lamps
1–200 (84)

Coverage

Partial

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

Catalog Identity
observed
Address Enumeration
candidate
Semantic Naming
candidate
Physical Wiring
candidate
Mechanisms
unknown
Variant Coverage
candidate
Recreation Knowledge
candidate
Still missing · 13
IdentityController PlatformInput EnumerationInput SemanticsOutput EnumerationOutput SemanticsDisplay InventoryMechanism InventoryMechanism BehaviorPolarityVariant DifferencesRecreation NotesProvenance

Switches

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

50 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.
50 shown
# Name Device ID Evidence
9
Skillshot / Shooter Lane
switch.skillshot-shooter-lane candidate
10
Subway Scoop (to Super VUK)
switch.subway-scoop-to-super-vuk candidate
12
Trough Switch 4 (near entrance)
switch.trough-switch-4-near-entrance candidate
13
Trough Switch 3
switch.trough-switch-3 candidate
14
Trough Switch 2
switch.trough-switch-2 candidate
15
Trough Switch 1 (deepest)
switch.trough-switch-1-deepest candidate
16
Rollover
switch.rollover candidate
17
Drop Target 1 (left bank)
switch.drop-target-1-left-bank candidate
18
Drop Target 2 (left bank)
switch.drop-target-2-left-bank candidate
19
Drop Target 3 (left bank)
switch.drop-target-3-left-bank candidate
20
Drop Target 4 (left bank)
switch.drop-target-4-left-bank candidate
21
Drop Target 5 (left bank)
switch.drop-target-5-left-bank candidate
22
Drop Target 6 (left bank)
switch.drop-target-6-left-bank candidate
23
Drop Target 7 (left bank)
switch.drop-target-7-left-bank candidate
24
Drop Target 8 (left bank)
switch.drop-target-8-left-bank candidate
25
Standup Target
switch.standup-target candidate
26
Wire Ramp Entry
switch.wire-ramp-entry candidate
27
Drop Target 1 (right bank)
switch.drop-target-1-right-bank candidate
28
Drop Target 2 (right bank)
switch.drop-target-2-right-bank candidate
29
Drop Target 3 (right bank)
switch.drop-target-3-right-bank candidate
30
Drop Target 4 (right bank)
switch.drop-target-4-right-bank candidate
31
Drop Target 5 (right bank)
switch.drop-target-5-right-bank candidate
32
Drop Target 6 (right bank)
switch.drop-target-6-right-bank candidate
33
Warrior Bug Mech Up Position
switch.warrior-bug-mech-up-position candidate
34
Warrior Bug Mech Down Position
switch.warrior-bug-mech-down-position candidate
35
Warrior Bug Target
switch.warrior-bug-target candidate
37
Brain Bug Opto Left
switch.brain-bug-opto-left candidate
38
Brain Bug Target
switch.brain-bug-target candidate
39
Brain Bug Opto Right
switch.brain-bug-opto-right candidate
40
Bumper Exit / Ramp Return
switch.bumper-exit-ramp-return candidate
41
Rollover / Lane Switch
switch.rollover-lane-switch candidate
42
Rollover / Lane Switch
switch.rollover-lane-switch.42 candidate
43
Rollover / Lane Switch
switch.rollover-lane-switch.43 candidate
45
Left VUK
switch.left-vuk candidate
46
Super VUK
switch.super-vuk candidate
47
Rollover / Lane Switch
switch.rollover-lane-switch.47 candidate
48
Rollover / Lane Switch
switch.rollover-lane-switch.48 candidate
49
Top Pop Bumper
switch.top-pop-bumper candidate
50
Bottom Pop Bumper
switch.bottom-pop-bumper candidate
51
Middle Pop Bumper
switch.middle-pop-bumper candidate
52
Standup Target / Spinner
switch.standup-target-spinner candidate
53
Standup Target / Spinner
switch.standup-target-spinner.53 candidate
56
Tilt
switch.tilt candidate
57
Rollover / Lane Switch
switch.rollover-lane-switch.57 candidate
58
Inlane Switch (Left)
switch.inlane-switch-left candidate
59
Right Slingshot
switch.right-slingshot candidate
60
Rollover / Lane Switch
switch.rollover-lane-switch.60 candidate
61
Inlane Switch (Right)
switch.inlane-switch-right candidate
62
Left Slingshot
switch.left-slingshot candidate
88
Right MagnaSave / Upper Right Flipper Button
switch.right-magnasave-upper-right-flipper-button candidate

Controlled devices

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

Coils, magnets & motors

17
17 shown
# Name Device ID Kind Evidence
1
Ball Release
device.ball-release Coil candidate
2
Auto Launch
device.auto-launch Coil candidate
3
Left VUK Eject
device.left-vuk-eject Coil candidate
4
Super VUK Eject
device.super-vuk-eject Coil candidate
5
Left Magnet
device.left-magnet Magnet candidate
6
Right Magnet
device.right-magnet Magnet candidate
7
Brain Bug Motor
device.brain-bug-motor Coil candidate
8
Knocker
device.knocker Coil candidate
14
Mini Right Flipper
device.mini-right-flipper Coil candidate
15
Flipper Enable Relay
device.flipper-enable-relay Relay candidate
17
Warrior Bug Stepper Motor
device.warrior-bug-stepper-motor Coil candidate
25
Flash Red
device.flash-red Coil candidate
26
Flash Yellow
device.flash-yellow Coil candidate
27
Flash Green
device.flash-green Coil candidate
28
Flash Blue
device.flash-blue Coil candidate
46
Right Flipper
device.flipper-lower-right Coil candidate
48
Left Flipper
device.flipper-lower-left Coil candidate

Flashers

5
5 shown
# Name Device ID Evidence
23
Brain Bug Flasher
device.brain-bug-flasher candidate
29
Warrior Bug Sled Flasher (F5)
device.warrior-bug-sled-flasher-f5 candidate
30
Left Ramp Flasher (F6)
device.left-ramp-flasher-f6 candidate
31
Right Ramp Flasher (F7)
device.right-ramp-flasher-f7 candidate
32
Pop Bumpers Flasher (F8)
device.pop-bumpers-flasher-f8 candidate

Lamps

84

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
65–72
73–80
81–88
89–96
97–104
105–112
113–120
121–128
129–136
137–144
145–152
153–160
161–168
169–176
177–184
185–192
193–200
Hover or tap an address to identify it.
84 shown
# Name Device ID Evidence
1
outputs 1
lamp.outputs-1 candidate
2
outputs 2
lamp.outputs-2 candidate
3
outputs 3
lamp.outputs-3 candidate
4
outputs 4
lamp.outputs-4 candidate
5
outputs 5
lamp.outputs-5 candidate
6
outputs 6
lamp.outputs-6 candidate
7
outputs 7
lamp.outputs-7 candidate
8
outputs 8
lamp.outputs-8 candidate
9
outputs 9
lamp.outputs-9 candidate
10
outputs 10
lamp.outputs-10 candidate
11
outputs 11
lamp.outputs-11 candidate
12
outputs 12
lamp.outputs-12 candidate
13
outputs 13
lamp.outputs-13 candidate
14
outputs 14
lamp.outputs-14 candidate
15
outputs 15
lamp.outputs-15 candidate
16
outputs 16
lamp.outputs-16 candidate
17
outputs 17
lamp.outputs-17 candidate
18
outputs 18
lamp.outputs-18 candidate
19
outputs 19
lamp.outputs-19 candidate
20
outputs 20
lamp.outputs-20 candidate
21
outputs 21
lamp.outputs-21 candidate
22
outputs 22
lamp.outputs-22 candidate
23
outputs 23
lamp.outputs-23 candidate
24
outputs 24
lamp.outputs-24 candidate
25
outputs 25
lamp.outputs-25 candidate
26
outputs 26
lamp.outputs-26 candidate
27
outputs 27
lamp.outputs-27 candidate
28
outputs 28
lamp.outputs-28 candidate
29
outputs 29
lamp.outputs-29 candidate
30
outputs 30
lamp.outputs-30 candidate
31
outputs 31
lamp.outputs-31 candidate
32
outputs 32
lamp.outputs-32 candidate
35
outputs 35
lamp.outputs-35 candidate
36
outputs 36
lamp.outputs-36 candidate
37
outputs 37
lamp.outputs-37 candidate
38
outputs 38
lamp.outputs-38 candidate
39
outputs 39
lamp.outputs-39 candidate
40
outputs 40
lamp.outputs-40 candidate
41
outputs 41
lamp.outputs-41 candidate
42
outputs 42
lamp.outputs-42 candidate
43
outputs 43
lamp.outputs-43 candidate
44
outputs 44
lamp.outputs-44 candidate
45
outputs 45
lamp.outputs-45 candidate
46
outputs 46
lamp.outputs-46 candidate
47
outputs 47
lamp.outputs-47 candidate
48
outputs 48
lamp.outputs-48 candidate
49
outputs 49
lamp.outputs-49 candidate
50
outputs 50
lamp.outputs-50 candidate
51
outputs 51
lamp.outputs-51 candidate
52
outputs 52
lamp.outputs-52 candidate
53
outputs 53
lamp.outputs-53 candidate
54
outputs 54
lamp.outputs-54 candidate
55
outputs 55
lamp.outputs-55 candidate
56
outputs 56
lamp.outputs-56 candidate
57
outputs 57
lamp.outputs-57 candidate
58
outputs 58
lamp.outputs-58 candidate
59
outputs 59
lamp.outputs-59 candidate
60
outputs 60
lamp.outputs-60 candidate
61
outputs 61
lamp.outputs-61 candidate
62
outputs 62
lamp.outputs-62 candidate
63
outputs 63
lamp.outputs-63 candidate
64
outputs 64
lamp.outputs-64 candidate
65
outputs 65
lamp.outputs-65 candidate
66
outputs 66
lamp.outputs-66 candidate
67
outputs 67
lamp.outputs-67 candidate
68
outputs 68
lamp.outputs-68 candidate
69
outputs 69
lamp.outputs-69 candidate
70
outputs 70
lamp.outputs-70 candidate
71
outputs 71
lamp.outputs-71 candidate
72
outputs 72
lamp.outputs-72 candidate
73
outputs 73
lamp.outputs-73 candidate
74
outputs 74
lamp.outputs-74 candidate
75
outputs 75
lamp.outputs-75 candidate
76
outputs 76
lamp.outputs-76 candidate
77
outputs 77
lamp.outputs-77 candidate
78
outputs 78
lamp.outputs-78 candidate
79
outputs 79
lamp.outputs-79 candidate
80
outputs 80
lamp.outputs-80 candidate
123
outputs 123
lamp.outputs-123 candidate
129
outputs 129
lamp.outputs-129 candidate
130
outputs 130
lamp.outputs-130 candidate
131
outputs 131
lamp.outputs-131 candidate
132
outputs 132
lamp.outputs-132 candidate
200
outputs 200
lamp.outputs-200 candidate

Recreation notes

Working knowledge that has no schema field yet — edition differences, tuning values, pitfalls.

Coverage
partial - source-derived recreation knowledge requiring validation

Overview

Legacy evidence identifies this candidate as Sega (1997). The information below is preserved for recreation work but is not automatically treated as validated physical-machine fact.

Playfield devices

Switch, lamp/GI, and controlled-device candidates are in the adjacent machine definition. Source-specific implementation notes are retained below.

Custom mechanisms

No custom mechanism conclusion has been validated. Manuals, schematics, PinMAME source, and gameplay evidence still need to be checked.

Ball-state transitions

Ball paths, trough ordering, locks, kickouts, and causal transitions have not yet been normalized. Relevant source notes follow under Evidence notes.

Controller interactions

Controller callbacks and bindings are candidate evidence only until reconciled against PinMAME and physical documentation.

Service and setup information

Unknown; locate operator/service documentation.

Timing and tuning observations

Source timing values may describe a particular VPX implementation rather than physical hardware and require review.

Recreation guidance

Do not treat this partial definition as a complete authoring specification. Resolve every coverage requirement and conflict before promotion.

Evidence notes

  • games/sst.json#/switches/0._vbscript_name: sw9
  • games/sst.json#/switches/0._inferred_type: rollover
  • games/sst.json#/switches/0._note: Controller.Switch on/off; also calls WireRampOff
  • games/sst.json#/switches/1._vbscript_name: sw10
  • games/sst.json#/switches/1._inferred_type: scoop
  • games/sst.json#/switches/1._note: PulseSw 10; ball destroyed by timer then added to bsSuperVUK after 1800ms delay
  • games/sst.json#/switches/2._inferred_type: trough
  • games/sst.json#/switches/2._note: bsTrough.InitSw position 5 (4th ball)
  • games/sst.json#/switches/3._inferred_type: trough
  • games/sst.json#/switches/3._note: bsTrough.InitSw position 4
  • games/sst.json#/switches/4._inferred_type: trough
  • games/sst.json#/switches/4._note: bsTrough.InitSw position 3
  • games/sst.json#/switches/5._inferred_type: trough
  • games/sst.json#/switches/5._note: bsTrough.InitSw position 2 (first ball stacks here)
  • games/sst.json#/switches/6._vbscript_name: sw16
  • games/sst.json#/switches/6._inferred_type: rollover
  • games/sst.json#/switches/6._note: Controller.Switch on/off
  • games/sst.json#/switches/7._vbscript_name: T17
  • games/sst.json#/switches/7._inferred_type: drop_target
  • games/sst.json#/switches/7._note: vpmTimer.PulseSw 17
  • games/sst.json#/switches/8._vbscript_name: T18
  • games/sst.json#/switches/8._inferred_type: drop_target
  • games/sst.json#/switches/8._note: vpmTimer.PulseSw 18
  • games/sst.json#/switches/9._vbscript_name: T19
  • games/sst.json#/switches/9._inferred_type: drop_target
  • games/sst.json#/switches/9._note: vpmTimer.PulseSw 19
  • games/sst.json#/switches/10._vbscript_name: T20
  • games/sst.json#/switches/10._inferred_type: drop_target
  • games/sst.json#/switches/10._note: vpmTimer.PulseSw 20
  • games/sst.json#/switches/11._vbscript_name: T21
  • games/sst.json#/switches/11._inferred_type: drop_target
  • games/sst.json#/switches/11._note: vpmTimer.PulseSw 21
  • games/sst.json#/switches/12._vbscript_name: T22
  • games/sst.json#/switches/12._inferred_type: drop_target
  • games/sst.json#/switches/12._note: vpmTimer.PulseSw 22
  • games/sst.json#/switches/13._vbscript_name: T23
  • games/sst.json#/switches/13._inferred_type: drop_target
  • games/sst.json#/switches/13._note: vpmTimer.PulseSw 23
  • games/sst.json#/switches/14._vbscript_name: T24
  • games/sst.json#/switches/14._inferred_type: drop_target
  • games/sst.json#/switches/14._note: vpmTimer.PulseSw 24
  • games/sst.json#/switches/15._vbscript_name: sw25
  • games/sst.json#/switches/15._inferred_type: standup_target
  • games/sst.json#/switches/15._note: vpmTimer.PulseSw 25
  • games/sst.json#/switches/16._vbscript_name: sw26
  • games/sst.json#/switches/16._inferred_type: ramp_switch
  • games/sst.json#/switches/16._note: PulseSw 26; calls WireRampOff on hit, WireRampOn on unhit
  • games/sst.json#/switches/17._vbscript_name: T27
  • games/sst.json#/switches/17._inferred_type: drop_target
  • games/sst.json#/switches/17._note: vpmTimer.PulseSw 27
  • games/sst.json#/switches/18._vbscript_name: T28
  • games/sst.json#/switches/18._inferred_type: drop_target
  • games/sst.json#/switches/18._note: vpmTimer.PulseSw 28
  • games/sst.json#/switches/19._vbscript_name: T29
  • games/sst.json#/switches/19._inferred_type: drop_target
  • games/sst.json#/switches/19._note: vpmTimer.PulseSw 29
  • games/sst.json#/switches/20._vbscript_name: T30
  • games/sst.json#/switches/20._inferred_type: drop_target
  • games/sst.json#/switches/20._note: vpmTimer.PulseSw 30
  • games/sst.json#/switches/21._vbscript_name: T31
  • games/sst.json#/switches/21._inferred_type: drop_target
  • games/sst.json#/switches/21._note: vpmTimer.PulseSw 31
  • games/sst.json#/switches/22._vbscript_name: T32
  • games/sst.json#/switches/22._inferred_type: drop_target
  • games/sst.json#/switches/22._note: vpmTimer.PulseSw 32
  • games/sst.json#/switches/23._inferred_type: opto
  • games/sst.json#/switches/23._note: mBug.AddSw 33,221,222 — warrior bug stepper mech fully extended position
  • games/sst.json#/switches/24._inferred_type: opto
  • games/sst.json#/switches/24._note: mBug.AddSw 34,0,1 — warrior bug stepper mech fully retracted position
  • games/sst.json#/switches/25._vbscript_name: BWalls
  • games/sst.json#/switches/25._inferred_type: standup_target
  • games/sst.json#/switches/25._note: vpmTimer.PulseSw 35; BWalls_Hit collection handler
  • games/sst.json#/switches/26._inferred_type: opto
  • games/sst.json#/switches/26._note: Set directly by SolBrainBug(7) — Controller.Switch(37)=True when brain bug raised
  • games/sst.json#/switches/27._vbscript_name: sw38
  • games/sst.json#/switches/27._inferred_type: standup_target
  • games/sst.json#/switches/27._note: PulseSw 38 via timer; drop target that becomes active when brain bug is raised
  • games/sst.json#/switches/28._inferred_type: opto
  • games/sst.json#/switches/28._note: Set directly by SolBrainBug(7) — Controller.Switch(39)=True when brain bug raised
  • games/sst.json#/switches/29._vbscript_name: sw40
  • games/sst.json#/switches/29._inferred_type: rollover
  • games/sst.json#/switches/29._note: Controller.Switch on/off
  • games/sst.json#/switches/30._vbscript_name: sw41
  • games/sst.json#/switches/30._inferred_type: rollover
  • games/sst.json#/switches/30._note: Controller.Switch on/off
  • games/sst.json#/switches/31._vbscript_name: sw42
  • games/sst.json#/switches/31._inferred_type: rollover
  • games/sst.json#/switches/31._note: Controller.Switch on/off
  • games/sst.json#/switches/32._vbscript_name: sw43
  • games/sst.json#/switches/32._inferred_type: rollover
  • games/sst.json#/switches/32._note: Controller.Switch on/off
  • games/sst.json#/switches/33._vbscript_name: sw45
  • games/sst.json#/switches/33._inferred_type: vuk
  • games/sst.json#/switches/33._note: bsLeftVUK cvpmSaucer; InitKicker sw45, 45, 131, 15, 15
  • games/sst.json#/switches/34._vbscript_name: sw46
  • games/sst.json#/switches/34._inferred_type: vuk
  • games/sst.json#/switches/34._note: bsSuperVUK cvpmBallStack; InitSw 0,46,0,0,0,0,0,0; InitKick sw46,182,72
  • games/sst.json#/switches/35._vbscript_name: sw47
  • games/sst.json#/switches/35._inferred_type: rollover
  • games/sst.json#/switches/35._note: Controller.Switch on/off
  • games/sst.json#/switches/36._vbscript_name: sw48
  • games/sst.json#/switches/36._inferred_type: rollover
  • games/sst.json#/switches/36._note: Controller.Switch on/off
  • games/sst.json#/switches/37._vbscript_name: Bumper1
  • games/sst.json#/switches/37._inferred_type: bumper
  • games/sst.json#/switches/37._note: vpmTimer.PulseSw 49
  • games/sst.json#/switches/38._vbscript_name: Bumper3
  • games/sst.json#/switches/38._inferred_type: bumper
  • games/sst.json#/switches/38._note: vpmTimer.PulseSw 50
  • games/sst.json#/switches/39._vbscript_name: Bumper2
  • games/sst.json#/switches/39._inferred_type: bumper
  • games/sst.json#/switches/39._note: vpmTimer.PulseSw 51
  • games/sst.json#/switches/40._vbscript_name: sw52
  • games/sst.json#/switches/40._inferred_type: standup_target
  • games/sst.json#/switches/40._note: vpmTimer.PulseSw 52
  • games/sst.json#/switches/41._vbscript_name: sw53
  • games/sst.json#/switches/41._inferred_type: standup_target
  • games/sst.json#/switches/41._note: vpmTimer.PulseSw 53
  • games/sst.json#/switches/42._inferred_type: tilt
  • games/sst.json#/switches/42._note: vpmNudge.TiltSwitch = 56
  • games/sst.json#/switches/43._vbscript_name: sw57
  • games/sst.json#/switches/43._inferred_type: rollover
  • games/sst.json#/switches/43._note: Controller.Switch on/off
  • games/sst.json#/switches/44._vbscript_name: sw58
  • games/sst.json#/switches/44._inferred_type: rollover
  • games/sst.json#/switches/44._note: Controller.Switch on/off; applies inlane slowdown (vely*0.8)
  • games/sst.json#/switches/45._vbscript_name: Rightslingshot
  • games/sst.json#/switches/45._inferred_type: slingshot
  • games/sst.json#/switches/45._note: vpmTimer.PulseSw 59 in Rightslingshot_Slingshot event
  • games/sst.json#/switches/46._vbscript_name: sw60
  • games/sst.json#/switches/46._inferred_type: rollover
  • games/sst.json#/switches/46._note: Controller.Switch on/off
  • games/sst.json#/switches/47._vbscript_name: sw61
  • games/sst.json#/switches/47._inferred_type: rollover
  • games/sst.json#/switches/47._note: Controller.Switch on/off; applies inlane slowdown (vely*0.8)
  • games/sst.json#/switches/48._vbscript_name: Leftslingshot
  • games/sst.json#/switches/48._inferred_type: slingshot
  • games/sst.json#/switches/48._note: vpmTimer.PulseSw 62 in Leftslingshot_Slingshot event
  • games/sst.json#/switches/49._inferred_type: cabinet_switch
  • games/sst.json#/switches/49._note: Controller.Switch(88) set by RightMagnaSave/LockbarKey keydown/keyup; triggers mini flipper SolRFlipperS
  • games/sst.json#/coils/0._vbscript_callback: SolRelease
  • games/sst.json#/coils/0._inferred_type: ball_management
  • games/sst.json#/coils/0._note: bsTrough.ExitSol_On — kicks ball from trough to shooter lane
  • games/sst.json#/coils/1._vbscript_callback: SolAutolaunch
  • games/sst.json#/coils/1._inferred_type: autoplunger
  • games/sst.json#/coils/1._note: Fires plunger via Plunger.AutoPlunger and Plunger.Fire
  • games/sst.json#/coils/2._vbscript_callback: SolLeftVuk
  • games/sst.json#/coils/2._inferred_type: vuk
  • games/sst.json#/coils/2._note: bsLeftVUK.ExitSol_On — ejects from left VUK (sw45)
  • games/sst.json#/coils/3._vbscript_callback: bsSupervuk.SolOut
  • games/sst.json#/coils/3._inferred_type: vuk
  • games/sst.json#/coils/3._note: bsSuperVUK standard eject — kicks from sw46
  • games/sst.json#/coils/4._vbscript_callback: SolLeftMagnet
  • games/sst.json#/coils/4._inferred_type: magnet
  • games/sst.json#/coils/4._note: cvpmMagnet; InitMagnet LeftMagnet, 30; GrabCenter=1
  • games/sst.json#/coils/5._vbscript_callback: SolRightMagnet
  • games/sst.json#/coils/5._inferred_type: magnet
  • games/sst.json#/coils/5._note: cvpmMagnet; InitMagnet RightMagnet, 30; GrabCenter=1
  • games/sst.json#/coils/6._vbscript_callback: SolBrainBug
  • games/sst.json#/coils/6._inferred_type: mechanism
  • games/sst.json#/coils/6._note: Raises/lowers brain bug assembly; sets Controller.Switch 37/39 directly; controls sw38/sw38a drop state
  • games/sst.json#/coils/7._vbscript_callback: SolKnocker
  • games/sst.json#/coils/7._inferred_type: knocker
  • games/sst.json#/coils/8._vbscript_callback: SolRFlipperS
  • games/sst.json#/coils/8._inferred_type: flipper
  • games/sst.json#/coils/8._note: Commented out SolCallback — controlled directly via LockbarKey/RightMagnaSave keybinding to switch 88
  • games/sst.json#/coils/9._vbscript_callback: FlippersEnabled=
  • games/sst.json#/coils/9._inferred_type: flipper_relay
  • games/sst.json#/coils/9._note: Enables/disables flipper response
  • games/sst.json#/coils/10._inferred_type: mechanism
  • games/sst.json#/coils/10._note: cvpmMyMech Sol1=17; Steps=222, Length=600ms; controls warrior bug raise/lower with switches 33/34
  • games/sst.json#/coils/11._vbscript_callback: SetLamp 123,
  • games/sst.json#/coils/11._inferred_type: flasher
  • games/sst.json#/coils/11._note: Routes to lamp 123 via SetLamp for fading flasher control
  • games/sst.json#/coils/12._vbscript_callback: Sol25
  • games/sst.json#/coils/12._inferred_type: flasher
  • games/sst.json#/coils/12._note: FlashBlinkingRed / FlashoffRed
  • games/sst.json#/coils/13._vbscript_callback: Sol26
  • games/sst.json#/coils/13._inferred_type: flasher
  • games/sst.json#/coils/13._note: FlashBlinkingYellow / FlashoffYellow
  • games/sst.json#/coils/14._vbscript_callback: Sol27
  • games/sst.json#/coils/14._inferred_type: flasher
  • games/sst.json#/coils/14._note: FlashBlinkingGreen / FlashoffGreen
  • games/sst.json#/coils/15._vbscript_callback: Sol28
  • games/sst.json#/coils/15._inferred_type: flasher
  • games/sst.json#/coils/15._note: FlashBlinkingBlue / FlashoffBlue
  • games/sst.json#/coils/16._vbscript_callback: SetLamp 129,
  • games/sst.json#/coils/16._inferred_type: flasher
  • games/sst.json#/coils/16._note: Routes to lamp 129 via SetLamp; X4 multiplied flasher
  • games/sst.json#/coils/17._vbscript_callback: SetLamp 130,
  • games/sst.json#/coils/17._inferred_type: flasher
  • games/sst.json#/coils/17._note: Routes to lamp 130 via SetLamp; X4 multiplied flasher
  • games/sst.json#/coils/18._vbscript_callback: SetLamp 131,
  • games/sst.json#/coils/18._inferred_type: flasher
  • games/sst.json#/coils/18._note: Routes to lamp 131 via SetLamp; X4 multiplied flasher
  • games/sst.json#/coils/19._vbscript_callback: SetLamp 132,
  • games/sst.json#/coils/19._inferred_type: flasher
  • games/sst.json#/coils/19._note: Routes to lamp 132 via SetLamp; X2 multiplied flasher
  • games/sst.json#/coils/20._vbscript_name: sLRFlipper
  • games/sst.json#/coils/20._vbscript_callback: SolRFlipper
  • games/sst.json#/coils/20._inferred_type: flipper
  • games/sst.json#/coils/20._note: Framework constant (core.vbs: sLRFlipper=46); nFozzy physics
  • games/sst.json#/coils/21._vbscript_name: sLLFlipper
  • games/sst.json#/coils/21._vbscript_callback: SolLFlipper
  • games/sst.json#/coils/21._inferred_type: flipper
  • games/sst.json#/coils/21._note: Framework constant (core.vbs: sLLFlipper=48); nFozzy physics
  • games/sst.json#/lamps/0._inferred_type: insert
  • games/sst.json#/lamps/1._inferred_type: insert
  • games/sst.json#/lamps/2._inferred_type: insert
  • games/sst.json#/lamps/3._inferred_type: insert
  • games/sst.json#/lamps/4._inferred_type: insert
  • games/sst.json#/lamps/5._inferred_type: insert
  • games/sst.json#/lamps/6._inferred_type: insert
  • games/sst.json#/lamps/7._inferred_type: insert
  • games/sst.json#/lamps/8._inferred_type: insert
  • games/sst.json#/lamps/9._inferred_type: insert
  • games/sst.json#/lamps/10._inferred_type: insert
  • games/sst.json#/lamps/11._inferred_type: insert
  • games/sst.json#/lamps/12._inferred_type: insert
  • games/sst.json#/lamps/13._inferred_type: insert
  • games/sst.json#/lamps/14._inferred_type: insert
  • games/sst.json#/lamps/15._inferred_type: insert
  • games/sst.json#/lamps/16._inferred_type: insert
  • games/sst.json#/lamps/17._inferred_type: insert
  • games/sst.json#/lamps/18._inferred_type: insert
  • games/sst.json#/lamps/19._inferred_type: insert
  • games/sst.json#/lamps/20._inferred_type: insert
  • games/sst.json#/lamps/21._inferred_type: insert
  • games/sst.json#/lamps/22._inferred_type: insert
  • games/sst.json#/lamps/23._inferred_type: insert
  • games/sst.json#/lamps/24._inferred_type: insert
  • games/sst.json#/lamps/25._inferred_type: insert
  • games/sst.json#/lamps/26._inferred_type: insert
  • games/sst.json#/lamps/27._inferred_type: insert
  • games/sst.json#/lamps/28._inferred_type: insert
  • games/sst.json#/lamps/29._inferred_type: insert
  • games/sst.json#/lamps/30._inferred_type: insert
  • games/sst.json#/lamps/31._inferred_type: insert
  • games/sst.json#/lamps/32._inferred_type: insert
  • games/sst.json#/lamps/33._inferred_type: insert
  • games/sst.json#/lamps/34._inferred_type: insert
  • games/sst.json#/lamps/35._inferred_type: insert
  • games/sst.json#/lamps/36._inferred_type: insert
  • games/sst.json#/lamps/37._inferred_type: insert
  • games/sst.json#/lamps/38._inferred_type: insert
  • games/sst.json#/lamps/39._inferred_type: insert
  • games/sst.json#/lamps/40._inferred_type: insert
  • games/sst.json#/lamps/41._inferred_type: insert
  • games/sst.json#/lamps/42._inferred_type: insert
  • games/sst.json#/lamps/43._inferred_type: insert
  • games/sst.json#/lamps/44._inferred_type: insert
  • games/sst.json#/lamps/45._inferred_type: insert
  • games/sst.json#/lamps/46._inferred_type: insert
  • games/sst.json#/lamps/47._inferred_type: insert
  • games/sst.json#/lamps/48._inferred_type: insert
  • games/sst.json#/lamps/49._inferred_type: insert
  • games/sst.json#/lamps/50._inferred_type: insert
  • games/sst.json#/lamps/51._inferred_type: insert
  • games/sst.json#/lamps/52._inferred_type: insert
  • games/sst.json#/lamps/53._inferred_type: insert
  • games/sst.json#/lamps/54._inferred_type: insert
  • games/sst.json#/lamps/55._inferred_type: insert
  • games/sst.json#/lamps/56._inferred_type: insert
  • games/sst.json#/lamps/57._inferred_type: insert
  • games/sst.json#/lamps/58._inferred_type: insert
  • games/sst.json#/lamps/59._inferred_type: insert
  • games/sst.json#/lamps/60._inferred_type: insert
  • games/sst.json#/lamps/61._inferred_type: insert
  • games/sst.json#/lamps/62._inferred_type: insert
  • games/sst.json#/lamps/63._inferred_type: insert
  • games/sst.json#/lamps/64._inferred_type: insert
  • games/sst.json#/lamps/65._inferred_type: insert
  • games/sst.json#/lamps/66._inferred_type: insert
  • games/sst.json#/lamps/67._inferred_type: insert
  • games/sst.json#/lamps/68._inferred_type: insert
  • games/sst.json#/lamps/69._inferred_type: insert
  • games/sst.json#/lamps/70._inferred_type: insert
  • games/sst.json#/lamps/71._inferred_type: insert
  • games/sst.json#/lamps/72._inferred_type: insert
  • games/sst.json#/lamps/73._inferred_type: insert
  • games/sst.json#/lamps/74._inferred_type: insert
  • games/sst.json#/lamps/75._inferred_type: insert
  • games/sst.json#/lamps/76._inferred_type: insert
  • games/sst.json#/lamps/77._inferred_type: insert
  • games/sst.json#/lamps/78._inferred_type: flasher
  • games/sst.json#/lamps/78._note: Brain Bug Flasher — controlled by coil 23 via SetLamp 123
  • games/sst.json#/lamps/79._inferred_type: flasher
  • games/sst.json#/lamps/79._note: Warrior Bug Sled Flasher (F5) — controlled by coil 29 via SetLamp 129; X4
  • games/sst.json#/lamps/80._inferred_type: flasher
  • games/sst.json#/lamps/80._note: Left Ramp Flasher (F6) — controlled by coil 30 via SetLamp 130; X4
  • games/sst.json#/lamps/81._inferred_type: flasher
  • games/sst.json#/lamps/81._note: Right Ramp Flasher (F7) — controlled by coil 31 via SetLamp 131; X4
  • games/sst.json#/lamps/82._inferred_type: flasher
  • games/sst.json#/lamps/82._note: Pop Bumpers Flasher (F8) — controlled by coil 32 via SetLamp 132; X2
  • games/sst.json#/lamps/83._inferred_type: gi
  • games/sst.json#/lamps/83._note: General Illumination — single GI string; GICallback(0); 28 light objects (Light001-Light028) + 5 flasher objects
  • games/sst.json#/_source/confidence_notes: High confidence on switches/coils from VPW VBScript. Sega Whitestar platform (sega.vbs). Trough is standard cvpmBallStack with 4 balls and switches 15/14/13/12. Warrior bug uses cvpmMyMech (custom stepper class) with Sol1=17, position switches 33/34. BrainBug opto switches 37/39 set directly via Controller.Switch in SolBrainBug handler. Mini flipper (sol 14) commented out in script but present in SolRFlipperS sub — controlled via LockbarKey/RightMagnaSave binding to switch 88. Flasher coils 23/25-32 use SetLamp to virtual lamp numbers 123/129-132 for fading. Lamp IDs from UpdateLamps sub using JP's flasher fading system. GI is single string on lamp 200 via GICallback(0). Framework flipper constants from core.vbs (sLRFlipper=46, sLLFlipper=48).

Unresolved questions

  • Is the I/O enumeration complete for every supported physical/controller variant?
  • Which inferred VPX behaviors reflect real hardware, and which are table-script conveniences?
  • Are all mechanism home states, sensors, motion constraints, and ball interactions documented?

Sources

  • legacy.game.sst: games/sst.json at the pinned migration revision.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
startrp2Starship Troopers (2.00) 1997startrp
startrpStarship Troopers (2.01) 1997

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

Evidence

Every claim above traces to one of these. When they disagree: a known-working VPX script wins on controller addresses and causality, the manual wins on wiring and construction, pinned PinMAME wins on emulator routing and display layout.

  • Legacy definition

    legacy.game.sst

    games/sst.json; origin=vbscript-parser

    by
    pinmame-game-defs contributors
    rev
    4ea106d08072
  • PinMAME catalog

    BSD-3-Clause

    pinmame.catalog.4ec52ff0ac13

    PinmameGetGames

    by
    PinMAME contributors
    rev
    4ec52ff0ac13

Something wrong or missing?

This definition still has 13 unmet requirements, listed under Coverage above. Fixes belong in the definition itself — editing on GitHub forks it for you and opens the pull request.

Cite a source for anything you change — a manual page, a line in a working VPX script, PinMAME source, or a reading from the machine's own service menu. Claims without provenance cannot be validated.

Same platform