AC/DC Premium / Limited Edition / LUCI Premium

Author ready

Stern2012SAMstern.ac-dc-premium-limited-edition-luci.2012 1 of 4 editions

Wire it up

what an authoring tool needs first
Bind this ROM
acd_170h

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

Controller platform
pinmame.sam

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
  • Dot-matrix display128×32
Address space
Switches
-7–88 (88)
Solenoids
1–58 (41)
Lamps
1–160 (160)
GI
0–0 (1)
DIP
1–8 (8)

A single aggregate GI channel — the whole string switches together.

Ball positions at start
18Trough #4 (left / drain end)19Trough #320Trough #221Trough #1 (right / eject end)

Create balls on these switches so the ROM finds a full trough at boot.

Cabinet & flipper inputs
15cabinet.tournament16cabinet.start64cabinet.fire65cabinet.coin66cabinet.coin67cabinet.coin68cabinet.coin69cabinet.coin84cabinet.flipper83cabinet.flipper82cabinet.flipper81cabinet.flipper88cabinet.flipper86cabinet.flipper

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

229 placements · 29 stacked · normalised player view · outline is nominal

1 AC/DC drop target A (left)2 AC/DC drop target C (second)3 AC/DC drop target slash (center)4 AC/DC drop target D (fourth)5 AC/DC drop target C (right)6 ROCK standup target R7 ROCK standup target O8 ROCK standup target C9 ROCK standup target K10 TNT drop target T (left)11 TNT drop target N (center)12 TNT drop target T (right)13 Left ramp exit14 Left ramp entrance23 Auto-launch shooter lane24 Left outlane25 Left return lane226 Left slingshot · 13 Left slingshot227 Right slingshot · 14 Right slingshot28 Right return lane29 Right outlane430 Left pop bumper · 9 Left pop bumper · 25 Pop-bumper flashers (three) · 62 Left pop-bumper insert431 Right pop bumper · 10 Right pop bumper · 25 Pop-bumper flashers (three) · 63 Right pop-bumper insert432 Bottom pop bumper · 11 Bottom pop bumper · 25 Pop-bumper flashers (three) · 64 Bottom pop-bumper insert33 Loop spinner34 Thunder standup target (left / left-ramp standup)35 Thunder standup target (right / right-ramp standup)236 Bell eject saucer · 52 Bell eject237 Jukebox / top eject saucer · 12 Jukebox / top eject38 Top lane rollover (left)39 Top lane rollover (center)40 Top lane rollover (right)41 Right ramp entrance42 Thunder standup target (center)43 Right ramp exit44 Left orbit45 Cannon entry / loaded46 Detonator target247 Swinging bell score opto · 54 Swinging-bell magnet48 Manual plunger lane249 Lower mini-playfield eject opto · 3 Lower mini-playfield eject50 Lower mini-playfield standup (left)51 Lower mini-playfield standup (center)52 Lower mini-playfield standup (right)53 Lower mini-playfield rollover (left)54 Lower mini-playfield rollover (right)59 Right orbit561 Cannon home · 62 Cannon mark / mid-rotation · 32 Cannon motor · 53 Cannon eject / fire · 136 White wedge GI2 Auto launch4 Lower mini-playfield left flipper5 Lower mini-playfield right flipper15 Left main flipper16 Right main flipper17 Train flasher18 Detonator mechanism19 Bottom arch flashers (two)19 Bottom arch flashers (two)20 Left ramp flasher21 Left-side dome flasher23 Top-eject flasher426 Bell-arrow flasher · 84 Bell arrow (top) RGB blue · 85 Bell arrow (top) RGB green · 86 Bell arrow (top) RGB red27 Left-ramp left-side flasher28 Left-ramp right-side flasher29 Right-ramp right-side flasher30 Right-ramp flasher31 Right-side dome flasher51 Animated band members55 Right-ramp cannon diverter56 Right control gate57 Left-ramp crossover diverter1 Jam Multiball2 Super Targets3 Super Lanes4 Album Multiball5 Cannon Fodder6 Cannon Volley7 Cannon Chaos8 Rock Again9 Super Loops10 Super Combo11 Tour Multiball12 Left outlane13 Left return lane14 2X17 AC/DC last C18 AC/DC D19 AC/DC slash20 AC/DC first C21 AC/DC A22 Left-ramp standup (left)23 Left-ramp standup (right)24 TNT arrow (white)25 Lower mini-playfield loop arrow (left)32 Train extra ball33 ROCK K34 ROCK C35 ROCK O36 ROCK R37 Lower mini-playfield loop arrow (right)38 Special40 Extra Ball41 Right-ramp standup42 3X43 Right return lane44 Right outlane49 TNT T (left)50 TNT N51 TNT T (right)381 Face mouth RGB blue · 82 Face mouth RGB green · 83 Face mouth RGB red387 Center top lane RGB blue · 88 Center top lane RGB green · 89 Center top lane RGB red390 Tunes N Stuff RGB blue · 91 Tunes N Stuff RGB green · 92 Tunes N Stuff RGB red393 Right loop arrow (mid) RGB blue · 94 Right loop arrow (mid) RGB green · 95 Right loop arrow (mid) RGB red396 Bell arrow (bottom) RGB blue · 97 Bell arrow (bottom) RGB green · 98 Bell arrow (bottom) RGB red399 Left top lane RGB blue · 100 Left top lane RGB green · 101 Left top lane RGB red3102 Right ramp arrow RGB blue · 103 Right ramp arrow RGB green · 104 Right ramp arrow RGB red3105 Left loop arrow (bottom) RGB blue · 106 Left loop arrow (bottom) RGB green · 107 Left loop arrow (bottom) RGB red3108 Right loop arrow (bottom) RGB blue · 109 Right loop arrow (bottom) RGB green · 110 Right loop arrow (bottom) RGB red3111 Left loop arrow (top) RGB blue · 112 Left loop arrow (top) RGB green · 113 Left loop arrow (top) RGB red3117 Face right eye RGB blue · 118 Face right eye RGB green · 119 Face right eye RGB red3120 Face left eye RGB blue · 121 Face left eye RGB green · 122 Face left eye RGB red3123 Left ramp arrow RGB blue · 124 Left ramp arrow RGB green · 125 Left ramp arrow RGB red3126 Right top lane RGB blue · 127 Right top lane RGB green · 128 Right top lane RGB red130 Red wedge GI130 Red wedge GI130 Red wedge GI130 Red wedge GI130 Red wedge GI130 Red wedge GI130 Red wedge GI130 Red wedge GI130 Red wedge GI130 Red wedge GI130 Red wedge GI132 Blue wedge GI132 Blue wedge GI132 Blue wedge GI132 Blue wedge GI132 Blue wedge GI132 Blue wedge GI132 Blue wedge GI132 Blue wedge GI132 Blue wedge GI134 Lower mini-playfield GI134 Lower mini-playfield GI134 Lower mini-playfield GI134 Lower mini-playfield GI134 Lower mini-playfield GI134 Lower mini-playfield GI136 White wedge GI136 White wedge GI136 White wedge GI136 White wedge GI136 White wedge GI136 White wedge GI136 White wedge GI136 White wedge GI136 White wedge GI136 White wedge GI136 White wedge GI136 White wedge GI2136 White wedge GI · 136 White wedge GI2136 White wedge GI · 136 White wedge GI2136 White wedge GI · 136 White wedge GI2136 White wedge GI · 136 White wedge GI136 White wedge GI136 White wedge GI136 White wedge GI151 Highway to Hell flame-tunnel LED 1152 Highway to Hell flame-tunnel LED 2153 Highway to Hell flame-tunnel LED 3154 Highway to Hell flame-tunnel LED 4155 Highway to Hell flame-tunnel LED 5156 Highway to Hell flame-tunnel LED 6157 Highway to Hell flame-tunnel LED 7158 Highway to Hell flame-tunnel LED 8

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 playfield159
  • sensorsenses the ball49
  • effectmoves the ball21
  • nStackseveral devices in one spot29
180 devices shown

Not on the playfield57 unused, 46 cabinet or service, 9 internal nonvisual, 8 dip switch, 1 virtual — declared rather than missing.

Coverage

Author ready

Full semantic I/O, mechanisms, variants, wiring and recreation notes passed the completeness validator.

Catalog Identity
validated
Address Enumeration
validated
Semantic Naming
validated
Physical Wiring
validated
Mechanisms
validated
Variant Coverage
validated
Recreation Knowledge
validated

Switches

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

88 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, -3, -2, -1, 0 — dedicated, diagnostic or flipper-column addresses. See the table below.

88 shown
# Name Device ID Role Wiring Evidence
-7
Pendulum tilt
Tilt
input.dedicated.neg7.pendulum-tilt
cabinet.tilt
validated
-6
Slam tiltNCopt
Tilt
input.dedicated.neg6.slam-tilt
cabinet.tilt
validated
-5
Ticket notchopt
Microswitch
input.dedicated.neg5.ticket-notch
service.ticket
validated
-4
Unused dedicated switch D20
input.dedicated.neg4.unused-dedicated-switch-d20
validated
-3
Coin-door Back button
Button
input.dedicated.neg3.coin-door-back-button
service.button
validated
-2
Coin-door Minus button
Button
input.dedicated.neg2.coin-door-minus-button
service.button
validated
-1
Coin-door Plus button
Button
input.dedicated.neg1.coin-door-plus-button
service.button
validated
0
Coin-door Select button
Button
input.dedicated.0.coin-door-select-button
service.button
validated
1
AC/DC drop target A (left)
Microswitch
input.switch.1.ac-dc-drop-target-a-left
position.down
J1-P1GRN-BRN
J6-P9WHT-BRN
CPU/Sound board
validated
2
AC/DC drop target C (second)
Microswitch
input.switch.2.ac-dc-drop-target-c-second
position.down
J1-P1GRN-BRN
J6-P8WHT-RED
CPU/Sound board
validated
3
AC/DC drop target slash (center)
Microswitch
input.switch.3.ac-dc-drop-target-slash-center
position.down
J1-P1GRN-BRN
J6-P7WHT-ORG
CPU/Sound board
validated
4
AC/DC drop target D (fourth)
Microswitch
input.switch.4.ac-dc-drop-target-d-fourth
position.down
J1-P1GRN-BRN
J6-P6WHT-YEL
CPU/Sound board
validated
5
AC/DC drop target C (right)
Microswitch
input.switch.5.ac-dc-drop-target-c-right
position.down
J1-P1GRN-BRN
J6-P5WHT-GRN
CPU/Sound board
validated
6
ROCK standup target R
Microswitch
input.switch.6.rock-standup-target-r
J1-P1GRN-BRN
J6-P3WHT-BLU
CPU/Sound board
validated
7
ROCK standup target O
Microswitch
input.switch.7.rock-standup-target-o
J1-P1GRN-BRN
J6-P2WHT-VIO
CPU/Sound board
validated
8
ROCK standup target C
Microswitch
input.switch.8.rock-standup-target-c
J1-P1GRN-BRN
J6-P1WHT-GRY
CPU/Sound board
validated
9
ROCK standup target K
Microswitch
input.switch.9.rock-standup-target-k
J1-P1GRN-BRN
J12-P9TAN-BLK
CPU/Sound board
validated
10
TNT drop target T (left)
Microswitch
input.switch.10.tnt-drop-target-t-left
position.down
J1-P1GRN-BRN
J12-P8TAN-RED
CPU/Sound board
validated
11
TNT drop target N (center)
Microswitch
input.switch.11.tnt-drop-target-n-center
position.down
J1-P1GRN-BRN
J12-P7TAN-ORG
CPU/Sound board
validated
12
TNT drop target T (right)
Microswitch
input.switch.12.tnt-drop-target-t-right
position.down
J1-P1GRN-BRN
J12-P6TAN-YEL
CPU/Sound board
validated
13
Left ramp exit
Leaf
input.switch.13.left-ramp-exit
J1-P1GRN-BRN
J12-P4TAN-GRN
CPU/Sound board
validated
14
Left ramp entrance
Leaf
input.switch.14.left-ramp-entrance
J1-P1GRN-BRN
J12-P3TAN-BLU
CPU/Sound board
validated
15
Tournament start
Button
input.switch.15.tournament-start
cabinet.tournament
J1-P1GRN-BRN
J12-P2TAN-VIO
CPU/Sound board
validated
16
Start
Button
input.switch.16.start
cabinet.start
J1-P1GRN-BRN
J12-P1TAN-WHT
CPU/Sound board
validated
17
Unused matrix switch #17
input.switch.17.unused-matrix-switch-17
J1-P3GRN-RED
J6-P9WHT-BRN
CPU/Sound board
validated
18
Trough #4 (left / drain end)
Microswitch
input.switch.18.trough-4-left-drain-end
ball.positioninternal.trough
J1-P3GRN-RED
J6-P8WHT-RED
CPU/Sound board
validated
19
Trough #3
Microswitch
input.switch.19.trough-3
ball.positioninternal.trough
J1-P3GRN-RED
J6-P7WHT-ORG
CPU/Sound board
validated
20
Trough #2
Microswitch
input.switch.20.trough-2
ball.positioninternal.trough
J1-P3GRN-RED
J6-P6WHT-YEL
CPU/Sound board
validated
21
Trough #1 (right / eject end)
Microswitch
input.switch.21.trough-1-right-eject-end
ball.positioninternal.trough
J1-P3GRN-RED
J6-P5WHT-GRN
CPU/Sound board
validated
22
Trough stack opto / jam
Opto
input.switch.22.trough-stack-opto-jam
ball.jaminternal.trough
J1-P3GRN-RED
J6-P3WHT-BLU
CPU/Sound board
validated
23
Auto-launch shooter lane
Microswitch
input.switch.23.auto-launch-shooter-lane
ball.loaded
J1-P3GRN-RED
J6-P2WHT-VIO
CPU/Sound board
validated
24
Left outlane
Leaf
input.switch.24.left-outlane
J1-P3GRN-RED
J6-P1WHT-GRY
CPU/Sound board
validated
25
Left return lane
Leaf
input.switch.25.left-return-lane
J1-P3GRN-RED
J12-P9TAN-BLK
CPU/Sound board
validated
26
Left slingshot
Leaf
input.switch.26.left-slingshot
J1-P3GRN-RED
J12-P8TAN-RED
CPU/Sound board
validated
27
Right slingshot
Leaf
input.switch.27.right-slingshot
J1-P3GRN-RED
J12-P7TAN-ORG
CPU/Sound board
validated
28
Right return lane
Leaf
input.switch.28.right-return-lane
J1-P3GRN-RED
J12-P6TAN-YEL
CPU/Sound board
validated
29
Right outlane
Leaf
input.switch.29.right-outlane
J1-P3GRN-RED
J12-P4TAN-GRN
CPU/Sound board
validated
30
Left pop bumper
Leaf
input.switch.30.left-pop-bumper
J1-P3GRN-RED
J12-P3TAN-BLU
CPU/Sound board
validated
31
Right pop bumper
Leaf
input.switch.31.right-pop-bumper
J1-P3GRN-RED
J12-P2TAN-VIO
CPU/Sound board
validated
32
Bottom pop bumper
Leaf
input.switch.32.bottom-pop-bumper
J1-P3GRN-RED
J12-P1TAN-WHT
CPU/Sound board
validated
33
Loop spinner
Other
input.switch.33.loop-spinner
J1-P4GRN-ORG
J6-P9WHT-BRN
CPU/Sound board
validated
34
Thunder standup target (left / left-ramp standup)
Microswitch
input.switch.34.thunder-standup-target-left-left-ramp-standup
J1-P4GRN-ORG
J6-P8WHT-RED
CPU/Sound board
validated
35
Thunder standup target (right / right-ramp standup)
Microswitch
input.switch.35.thunder-standup-target-right-right-ramp-standup
J1-P4GRN-ORG
J6-P7WHT-ORG
CPU/Sound board
validated
36
Bell eject saucer
Microswitch
input.switch.36.bell-eject-saucer
ball.loaded
J1-P4GRN-ORG
J6-P6WHT-YEL
CPU/Sound board
validated
37
Jukebox / top eject saucer
Microswitch
input.switch.37.jukebox-top-eject-saucer
ball.loaded
J1-P4GRN-ORG
J6-P5WHT-GRN
CPU/Sound board
validated
38
Top lane rollover (left)
Leaf
input.switch.38.top-lane-rollover-left
J1-P4GRN-ORG
J6-P3WHT-BLU
CPU/Sound board
validated
39
Top lane rollover (center)
Leaf
input.switch.39.top-lane-rollover-center
J1-P4GRN-ORG
J6-P2WHT-VIO
CPU/Sound board
validated
40
Top lane rollover (right)
Leaf
input.switch.40.top-lane-rollover-right
J1-P4GRN-ORG
J6-P1WHT-GRY
CPU/Sound board
validated
41
Right ramp entrance
Leaf
input.switch.41.right-ramp-entrance
J1-P4GRN-ORG
J12-P9TAN-BLK
CPU/Sound board
validated
42
Thunder standup target (center)
Microswitch
input.switch.42.thunder-standup-target-center
J1-P4GRN-ORG
J12-P8TAN-RED
CPU/Sound board
validated
43
Right ramp exit
Leaf
input.switch.43.right-ramp-exit
J1-P4GRN-ORG
J12-P7TAN-ORG
CPU/Sound board
validated
44
Left orbit
Leaf
input.switch.44.left-orbit
J1-P4GRN-ORG
J12-P6TAN-YEL
CPU/Sound board
validated
45
Cannon entry / loaded
Microswitch
input.switch.45.cannon-entry-loaded
ball.loaded
J1-P4GRN-ORG
J12-P4TAN-GRN
CPU/Sound board
validated
46
Detonator target
Microswitch
input.switch.46.detonator-target
J1-P4GRN-ORG
J12-P3TAN-BLU
CPU/Sound board
validated
47
Swinging bell score opto
Opto
input.switch.47.swinging-bell-score-opto
J1-P4GRN-ORG
J12-P2TAN-VIO
CPU/Sound board
validated
48
Manual plunger lane
Microswitch
input.switch.48.manual-plunger-lane
ball.loaded
J1-P4GRN-ORG
J12-P1TAN-WHT
CPU/Sound board
validated
49
Lower mini-playfield eject opto
Opto
input.switch.49.lower-mini-playfield-eject-opto
ball.loaded
J1-P5GRN-YEL
J6-P9WHT-BRN
CPU/Sound board
validated
50
Lower mini-playfield standup (left)
Microswitch
input.switch.50.lower-mini-playfield-standup-left
J1-P5GRN-YEL
J6-P8WHT-RED
CPU/Sound board
validated
51
Lower mini-playfield standup (center)
Microswitch
input.switch.51.lower-mini-playfield-standup-center
J1-P5GRN-YEL
J6-P7WHT-ORG
CPU/Sound board
validated
52
Lower mini-playfield standup (right)
Microswitch
input.switch.52.lower-mini-playfield-standup-right
J1-P5GRN-YEL
J6-P6WHT-YEL
CPU/Sound board
validated
53
Lower mini-playfield rollover (left)
Leaf
input.switch.53.lower-mini-playfield-rollover-left
J1-P5GRN-YEL
J6-P5WHT-GRN
CPU/Sound board
validated
54
Lower mini-playfield rollover (right)
Leaf
input.switch.54.lower-mini-playfield-rollover-right
J1-P5GRN-YEL
J6-P3WHT-BLU
CPU/Sound board
validated
55
Unused matrix switch #55
input.switch.55.unused-matrix-switch-55
J1-P5GRN-YEL
J6-P2WHT-VIO
CPU/Sound board
validated
56
Unused matrix switch #56
input.switch.56.unused-matrix-switch-56
J1-P5GRN-YEL
J6-P1WHT-GRY
CPU/Sound board
validated
57
Unused matrix switch #57
input.switch.57.unused-matrix-switch-57
J1-P5GRN-YEL
J12-P9TAN-BLK
CPU/Sound board
validated
58
Unused matrix switch #58
input.switch.58.unused-matrix-switch-58
J1-P5GRN-YEL
J12-P8TAN-RED
CPU/Sound board
validated
59
Right orbit
Leaf
input.switch.59.right-orbit
J1-P5GRN-YEL
J12-P7TAN-ORG
CPU/Sound board
validated
60
Unused matrix switch #60
input.switch.60.unused-matrix-switch-60
J1-P5GRN-YEL
J12-P6TAN-YEL
CPU/Sound board
validated
61
Cannon home
Microswitch
input.switch.61.cannon-home
position.home
J1-P5GRN-YEL
J12-P4TAN-GRN
CPU/Sound board
validated
62
Cannon mark / mid-rotation
Microswitch
input.switch.62.cannon-mark-mid-rotation
position.mark
J1-P5GRN-YEL
J12-P3TAN-BLU
CPU/Sound board
validated
63
Unused matrix switch #63
input.switch.63.unused-matrix-switch-63
J1-P5GRN-YEL
J12-P2TAN-VIO
CPU/Sound board
validated
64
FIRE button
Button
input.switch.64.fire-button
cabinet.fire
J1-P5GRN-YEL
J12-P1TAN-WHT
CPU/Sound board
validated
65
Left coin chute
Button
input.dedicated.65.left-coin-chute
cabinet.coin
validated
66
Center coin chute
Button
input.dedicated.66.center-coin-chute
cabinet.coin
validated
67
Right coin chute
Button
input.dedicated.67.right-coin-chute
cabinet.coin
validated
68
Fourth coin chuteopt
Button
input.dedicated.68.fourth-coin-chute
cabinet.coin
validated
69
Fifth coin chuteopt
Button
input.dedicated.69.fifth-coin-chute
cabinet.coin
validated
70
Unused dedicated switch D6
input.dedicated.70.unused-dedicated-switch-d6
validated
71
Unused dedicated switch D7
input.dedicated.71.unused-dedicated-switch-d7
validated
72
Unused dedicated switch D8
input.dedicated.72.unused-dedicated-switch-d8
validated
81
Right main flipper end-of-strokeNC
Leaf
input.dedicated.81.right-main-flipper-end-of-stroke
cabinet.flipper
validated
82
Right main flipper button
Button
input.dedicated.82.right-main-flipper-button
cabinet.flipper
validated
83
Left main flipper end-of-strokeNC
Leaf
input.dedicated.83.left-main-flipper-end-of-stroke
cabinet.flipper
validated
84
Left main flipper button
Button
input.dedicated.84.left-main-flipper-button
cabinet.flipper
validated
85
Unused dedicated switch D16
input.dedicated.85.unused-dedicated-switch-d16
validated
86
Lower mini-playfield right flipper button
Button
input.dedicated.86.lower-mini-playfield-right-flipper-button
cabinet.flipper
validated
87
Unused dedicated switch D14
input.dedicated.87.unused-dedicated-switch-d14
validated
88
Lower mini-playfield left flipper button
Button
input.dedicated.88.lower-mini-playfield-left-flipper-button
cabinet.flipper
validated

Controlled devices

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

Coils, magnets & motors

30
30 shown
# Name Device ID Kind Role Wiring Evidence
1
Trough up-kicker
output.solenoid.1.trough-up-kicker Coil
internal.trough
Q1
I/O power-driver board
validated
2
Auto launch
output.solenoid.2.auto-launch Coil
Q2
I/O power-driver board
validated
3
Lower mini-playfield eject
output.solenoid.3.lower-mini-playfield-eject Coil
Q3
I/O power-driver board
validated
4
Lower mini-playfield left flipper
output.solenoid.4.lower-mini-playfield-left-flipper Coil
Q4
I/O power-driver board
validated
5
Lower mini-playfield right flipper
output.solenoid.5.lower-mini-playfield-right-flipper Coil
Q5
I/O power-driver board
validated
6
AC/DC 5-bank drop-target reset
output.solenoid.6.ac-dc-5-bank-drop-target-reset Coil
internal.drop-bank-reset
Q6
I/O power-driver board
validated
7
TNT 3-bank drop-target reset
output.solenoid.7.tnt-3-bank-drop-target-reset Coil
internal.drop-bank-reset
Q7
I/O power-driver board
validated
8
Shaker motoropt
output.solenoid.8.shaker-motor Motor
cabinet.shaker
Q8
I/O power-driver board
validated
9
Left pop bumper
output.solenoid.9.left-pop-bumper Coil
Q9
I/O power-driver board
validated
10
Right pop bumper
output.solenoid.10.right-pop-bumper Coil
Q10
I/O power-driver board
validated
11
Bottom pop bumper
output.solenoid.11.bottom-pop-bumper Coil
Q11
I/O power-driver board
validated
12
Jukebox / top eject
output.solenoid.12.jukebox-top-eject Coil
Q12
I/O power-driver board
validated
13
Left slingshot
output.solenoid.13.left-slingshot Coil
Q13
I/O power-driver board
validated
14
Right slingshot
output.solenoid.14.right-slingshot Coil
Q14
I/O power-driver board
validated
15
Left main flipper
output.solenoid.15.left-main-flipper Coil
Q15
I/O power-driver board
validated
16
Right main flipper
output.solenoid.16.right-main-flipper Coil
Q16
I/O power-driver board
validated
18
Detonator mechanism
output.solenoid.18.detonator-mechanism Coil
Q18
I/O power-driver board
validated
24
Knocker / optional coin-meter channelopt
output.solenoid.24.knocker-optional-coin-meter-channel Coil
cabinet.knocker
Q24
I/O power-driver board
validated
32
Cannon motor
output.solenoid.32.cannon-motor Motor
Q32
I/O power-driver board
validated
33
Ticket advanceopt
output.ticket.33.ticket-advance Coil
service.ticket
validated
34
Ticket meteropt
output.ticket.34.ticket-meter Coil
service.ticket
validated
35
Ticket switched groundopt
output.ticket.35.ticket-switched-ground Relay
service.ticket
validated
51
Animated band members
output.solenoid.51.animated-band-members Coil
Q41
Auxiliary 8-coil board
validated
52
Bell eject
output.solenoid.52.bell-eject Coil
Q42
Auxiliary 8-coil board
validated
53
Cannon eject / fire
output.solenoid.53.cannon-eject-fire Coil
Q43
Auxiliary 8-coil board
validated
54
Swinging-bell magnet
output.solenoid.54.swinging-bell-magnet Magnet
Q44
Auxiliary 8-coil board
validated
55
Right-ramp cannon diverter
output.solenoid.55.right-ramp-cannon-diverter Coil
Q45
Auxiliary 8-coil board
validated
56
Right control gate
output.solenoid.56.right-control-gate Coil
Q46
Auxiliary 8-coil board
validated
57
Left-ramp crossover diverter
output.solenoid.57.left-ramp-crossover-diverter Coil
Q47
Auxiliary 8-coil board
validated
58
Unused auxiliary output 48
output.solenoid.58.unused-auxiliary-output-48 Coil
Q48
Auxiliary 8-coil board
validated

Flashers

13
13 shown
# Name Device ID Role Wiring Evidence
17
Train flasher
output.solenoid.17.train-flasher
Q17
I/O power-driver board
validated
19
Bottom arch flashers (two)
output.solenoid.19.bottom-arch-flashers-two
Q19
I/O power-driver board
validated
20
Left ramp flasher
output.solenoid.20.left-ramp-flasher
Q20
I/O power-driver board
validated
21
Left-side dome flasher
output.solenoid.21.left-side-dome-flasher
Q21
I/O power-driver board
validated
22
Back-panel flasher
output.solenoid.22.back-panel-flasher
cabinet.rear-panel
Q22
I/O power-driver board
validated
23
Top-eject flasher
output.solenoid.23.top-eject-flasher
Q23
I/O power-driver board
validated
25
Pop-bumper flashers (three)
output.solenoid.25.pop-bumper-flashers-three
Q25
I/O power-driver board
validated
26
Bell-arrow flasher
output.solenoid.26.bell-arrow-flasher
Q26
I/O power-driver board
validated
27
Left-ramp left-side flasher
output.solenoid.27.left-ramp-left-side-flasher
Q27
I/O power-driver board
validated
28
Left-ramp right-side flasher
output.solenoid.28.left-ramp-right-side-flasher
Q28
I/O power-driver board
validated
29
Right-ramp right-side flasher
output.solenoid.29.right-ramp-right-side-flasher
Q29
I/O power-driver board
validated
30
Right-ramp flasher
output.solenoid.30.right-ramp-flasher
Q30
I/O power-driver board
validated
31
Right-side dome flasher
output.solenoid.31.right-side-dome-flasher
Q31
I/O power-driver board
validated

Lamps

156

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
Hover or tap an address to identify it.
156 shown
# Name Device ID Kind Role Wiring Evidence
1
Jam Multiball
output.lamp.1.jam-multiball Lamp
Q33
I/O power-driver board lamp matrix
validated
2
Super Targets
output.lamp.2.super-targets Lamp
Q33
I/O power-driver board lamp matrix
validated
3
Super Lanes
output.lamp.3.super-lanes Lamp
Q33
I/O power-driver board lamp matrix
validated
4
Album Multiball
output.lamp.4.album-multiball Lamp
Q33
I/O power-driver board lamp matrix
validated
5
Cannon Fodder
output.lamp.5.cannon-fodder Lamp
Q33
I/O power-driver board lamp matrix
validated
6
Cannon Volley
output.lamp.6.cannon-volley Lamp
Q33
I/O power-driver board lamp matrix
validated
7
Cannon Chaos
output.lamp.7.cannon-chaos Lamp
Q33
I/O power-driver board lamp matrix
validated
8
Rock Again
output.lamp.8.rock-again Lamp
Q33
I/O power-driver board lamp matrix
validated
9
Super Loops
output.lamp.9.super-loops Lamp
Q34
I/O power-driver board lamp matrix
validated
10
Super Combo
output.lamp.10.super-combo Lamp
Q34
I/O power-driver board lamp matrix
validated
11
Tour Multiball
output.lamp.11.tour-multiball Lamp
Q34
I/O power-driver board lamp matrix
validated
12
Left outlane
output.lamp.12.left-outlane Lamp
Q34
I/O power-driver board lamp matrix
validated
13
Left return lane
output.lamp.13.left-return-lane Lamp
Q34
I/O power-driver board lamp matrix
validated
14
2X
output.lamp.14.2x Lamp
Q34
I/O power-driver board lamp matrix
validated
15
Unused lamp-matrix output #15
output.lamp.15.unused-lamp-matrix-output-15 Lamp
Q34
I/O power-driver board lamp matrix
validated
16
Unused lamp-matrix output #16
output.lamp.16.unused-lamp-matrix-output-16 Lamp
Q34
I/O power-driver board lamp matrix
validated
17
AC/DC last C
output.lamp.17.ac-dc-last-c Lamp
Q35
I/O power-driver board lamp matrix
validated
18
AC/DC D
output.lamp.18.ac-dc-d Lamp
Q35
I/O power-driver board lamp matrix
validated
19
AC/DC slash
output.lamp.19.ac-dc-slash Lamp
Q35
I/O power-driver board lamp matrix
validated
20
AC/DC first C
output.lamp.20.ac-dc-first-c Lamp
Q35
I/O power-driver board lamp matrix
validated
21
AC/DC A
output.lamp.21.ac-dc-a Lamp
Q35
I/O power-driver board lamp matrix
validated
22
Left-ramp standup (left)
output.lamp.22.left-ramp-standup-left Lamp
Q35
I/O power-driver board lamp matrix
validated
23
Left-ramp standup (right)
output.lamp.23.left-ramp-standup-right Lamp
Q35
I/O power-driver board lamp matrix
validated
24
TNT arrow (white)
output.lamp.24.tnt-arrow-white Lamp
Q35
I/O power-driver board lamp matrix
validated
25
Lower mini-playfield loop arrow (left)
output.lamp.25.lower-mini-playfield-loop-arrow-left Lamp
Q36
I/O power-driver board lamp matrix
validated
26
Unused lamp-matrix output #26
output.lamp.26.unused-lamp-matrix-output-26 Lamp
Q36
I/O power-driver board lamp matrix
validated
27
Unused lamp-matrix output #27
output.lamp.27.unused-lamp-matrix-output-27 Lamp
Q36
I/O power-driver board lamp matrix
validated
28
Unused lamp-matrix output #28
output.lamp.28.unused-lamp-matrix-output-28 Lamp
Q36
I/O power-driver board lamp matrix
validated
29
Unused lamp-matrix output #29
output.lamp.29.unused-lamp-matrix-output-29 Lamp
Q36
I/O power-driver board lamp matrix
validated
30
Unused lamp-matrix output #30
output.lamp.30.unused-lamp-matrix-output-30 Lamp
Q36
I/O power-driver board lamp matrix
validated
31
Unused lamp-matrix output #31
output.lamp.31.unused-lamp-matrix-output-31 Lamp
Q36
I/O power-driver board lamp matrix
validated
32
Train extra ball
output.lamp.32.train-extra-ball Lamp
Q36
I/O power-driver board lamp matrix
validated
33
ROCK K
output.lamp.33.rock-k Lamp
Q37
I/O power-driver board lamp matrix
validated
34
ROCK C
output.lamp.34.rock-c Lamp
Q37
I/O power-driver board lamp matrix
validated
35
ROCK O
output.lamp.35.rock-o Lamp
Q37
I/O power-driver board lamp matrix
validated
36
ROCK R
output.lamp.36.rock-r Lamp
Q37
I/O power-driver board lamp matrix
validated
37
Lower mini-playfield loop arrow (right)
output.lamp.37.lower-mini-playfield-loop-arrow-right Lamp
Q37
I/O power-driver board lamp matrix
validated
38
Special
output.lamp.38.special Lamp
Q37
I/O power-driver board lamp matrix
validated
39
Unused lamp-matrix output #39
output.lamp.39.unused-lamp-matrix-output-39 Lamp
Q37
I/O power-driver board lamp matrix
validated
40
Extra Ball
output.lamp.40.extra-ball Lamp
Q37
I/O power-driver board lamp matrix
validated
41
Right-ramp standup
output.lamp.41.right-ramp-standup Lamp
Q38
I/O power-driver board lamp matrix
validated
42
3X
output.lamp.42.3x Lamp
Q38
I/O power-driver board lamp matrix
validated
43
Right return lane
output.lamp.43.right-return-lane Lamp
Q38
I/O power-driver board lamp matrix
validated
44
Right outlane
output.lamp.44.right-outlane Lamp
Q38
I/O power-driver board lamp matrix
validated
45
Unused lamp-matrix output #45
output.lamp.45.unused-lamp-matrix-output-45 Lamp
Q38
I/O power-driver board lamp matrix
validated
46
Unused lamp-matrix output #46
output.lamp.46.unused-lamp-matrix-output-46 Lamp
Q38
I/O power-driver board lamp matrix
validated
47
Unused lamp-matrix output #47
output.lamp.47.unused-lamp-matrix-output-47 Lamp
Q38
I/O power-driver board lamp matrix
validated
48
Unused lamp-matrix output #48
output.lamp.48.unused-lamp-matrix-output-48 Lamp
Q38
I/O power-driver board lamp matrix
validated
49
TNT T (left)
output.lamp.49.tnt-t-left Lamp
Q39
I/O power-driver board lamp matrix
validated
50
TNT N
output.lamp.50.tnt-n Lamp
Q39
I/O power-driver board lamp matrix
validated
51
TNT T (right)
output.lamp.51.tnt-t-right Lamp
Q39
I/O power-driver board lamp matrix
validated
52
Unused lamp-matrix output #52
output.lamp.52.unused-lamp-matrix-output-52 Lamp
Q39
I/O power-driver board lamp matrix
validated
53
Jukebox horn (right)
output.lamp.53.jukebox-horn-right Lamp
cabinet.rear-panel
Q39
I/O power-driver board lamp matrix
validated
54
Jukebox horn (left)
output.lamp.54.jukebox-horn-left Lamp
cabinet.rear-panel
Q39
I/O power-driver board lamp matrix
validated
55
Unused lamp-matrix output #55
output.lamp.55.unused-lamp-matrix-output-55 Lamp
Q39
I/O power-driver board lamp matrix
validated
56
Unused lamp-matrix output #56
output.lamp.56.unused-lamp-matrix-output-56 Lamp
Q39
I/O power-driver board lamp matrix
validated
57
Start button
output.lamp.57.start-button Lamp
cabinet.start
Q40
I/O power-driver board lamp matrix
validated
58
Tournament start button
output.lamp.58.tournament-start-button Lamp
cabinet.tournament
Q40
I/O power-driver board lamp matrix
validated
59
FIRE button red
output.lamp.59.fire-button-red Lamp
cabinet.fire
Q40
I/O power-driver board lamp matrix
validated
60
FIRE button green
output.lamp.60.fire-button-green Lamp
cabinet.fire
Q40
I/O power-driver board lamp matrix
validated
61
FIRE button blue
output.lamp.61.fire-button-blue Lamp
cabinet.fire
Q40
I/O power-driver board lamp matrix
validated
62
Left pop-bumper insert
output.lamp.62.left-pop-bumper-insert Lamp
Q40
I/O power-driver board lamp matrix
validated
63
Right pop-bumper insert
output.lamp.63.right-pop-bumper-insert Lamp
Q40
I/O power-driver board lamp matrix
validated
64
Bottom pop-bumper insert
output.lamp.64.bottom-pop-bumper-insert Lamp
Q40
I/O power-driver board lamp matrix
validated
65
Track: You Shook Me All Night Long
output.lamp.65.track-you-shook-me-all-night-long Lamp
cabinet.rear-panel
Q41
I/O power-driver board lamp matrix
validated
66
Track: Highway to Hell
output.lamp.66.track-highway-to-hell Lamp
cabinet.rear-panel
Q41
I/O power-driver board lamp matrix
validated
67
Track: Rock N Roll Train
output.lamp.67.track-rock-n-roll-train Lamp
cabinet.rear-panel
Q41
I/O power-driver board lamp matrix
validated
68
Track: Whole Lotta Rosie
output.lamp.68.track-whole-lotta-rosie Lamp
cabinet.rear-panel
Q41
I/O power-driver board lamp matrix
validated
69
Track: Hells Bells
output.lamp.69.track-hells-bells Lamp
cabinet.rear-panel
Q41
I/O power-driver board lamp matrix
validated
70
Track: Thunderstruck
output.lamp.70.track-thunderstruck Lamp
cabinet.rear-panel
Q41
I/O power-driver board lamp matrix
validated
71
Track: Let There Be Rock
output.lamp.71.track-let-there-be-rock Lamp
cabinet.rear-panel
Q41
I/O power-driver board lamp matrix
validated
72
Track: Hell Ain't a Bad Place to Be
output.lamp.72.track-hell-ain-t-a-bad-place-to-be Lamp
cabinet.rear-panel
Q41
I/O power-driver board lamp matrix
validated
73
Track: TNT
output.lamp.73.track-tnt Lamp
cabinet.rear-panel
Q42
I/O power-driver board lamp matrix
validated
74
Track: For Those About to Rock
output.lamp.74.track-for-those-about-to-rock Lamp
cabinet.rear-panel
Q42
I/O power-driver board lamp matrix
validated
75
Track: War Machine
output.lamp.75.track-war-machine Lamp
cabinet.rear-panel
Q42
I/O power-driver board lamp matrix
validated
76
Track: Back in Black
output.lamp.76.track-back-in-black Lamp
cabinet.rear-panel
Q42
I/O power-driver board lamp matrix
validated
77
Unused lamp-matrix output #77
output.lamp.77.unused-lamp-matrix-output-77 Lamp
Q42
I/O power-driver board lamp matrix
validated
78
Unused lamp-matrix output #78
output.lamp.78.unused-lamp-matrix-output-78 Lamp
Q42
I/O power-driver board lamp matrix
validated
79
Unused lamp-matrix output #79
output.lamp.79.unused-lamp-matrix-output-79 Lamp
Q42
I/O power-driver board lamp matrix
validated
80
Unused lamp-matrix output #80
output.lamp.80.unused-lamp-matrix-output-80 Lamp
Q42
I/O power-driver board lamp matrix
validated
81
Face mouth RGB blue
output.lamp.81.face-mouth-rgb-blue RGB lamp
LED board 520-5331-00
validated
82
Face mouth RGB green
output.lamp.82.face-mouth-rgb-green RGB lamp
LED board 520-5331-00
validated
83
Face mouth RGB red
output.lamp.83.face-mouth-rgb-red RGB lamp
LED board 520-5331-00
validated
84
Bell arrow (top) RGB blue
output.lamp.84.bell-arrow-top-rgb-blue RGB lamp
LED board 520-5331-00
validated
85
Bell arrow (top) RGB green
output.lamp.85.bell-arrow-top-rgb-green RGB lamp
LED board 520-5331-00
validated
86
Bell arrow (top) RGB red
output.lamp.86.bell-arrow-top-rgb-red RGB lamp
LED board 520-5331-00
validated
87
Center top lane RGB blue
output.lamp.87.center-top-lane-rgb-blue RGB lamp
LED board 520-5331-00
validated
88
Center top lane RGB green
output.lamp.88.center-top-lane-rgb-green RGB lamp
LED board 520-5331-00
validated
89
Center top lane RGB red
output.lamp.89.center-top-lane-rgb-red RGB lamp
LED board 520-5331-00
validated
90
Tunes N Stuff RGB blue
output.lamp.90.tunes-n-stuff-rgb-blue RGB lamp
LED board 520-5331-00
validated
91
Tunes N Stuff RGB green
output.lamp.91.tunes-n-stuff-rgb-green RGB lamp
LED board 520-5331-00
validated
92
Tunes N Stuff RGB red
output.lamp.92.tunes-n-stuff-rgb-red RGB lamp
LED board 520-5331-00
validated
93
Right loop arrow (mid) RGB blue
output.lamp.93.right-loop-arrow-mid-rgb-blue RGB lamp
LED board 520-5331-00
validated
94
Right loop arrow (mid) RGB green
output.lamp.94.right-loop-arrow-mid-rgb-green RGB lamp
LED board 520-5331-00
validated
95
Right loop arrow (mid) RGB red
output.lamp.95.right-loop-arrow-mid-rgb-red RGB lamp
LED board 520-5331-00
validated
96
Bell arrow (bottom) RGB blue
output.lamp.96.bell-arrow-bottom-rgb-blue RGB lamp
LED board 520-5331-00
validated
97
Bell arrow (bottom) RGB green
output.lamp.97.bell-arrow-bottom-rgb-green RGB lamp
LED board 520-5331-00
validated
98
Bell arrow (bottom) RGB red
output.lamp.98.bell-arrow-bottom-rgb-red RGB lamp
LED board 520-5331-00
validated
99
Left top lane RGB blue
output.lamp.99.left-top-lane-rgb-blue RGB lamp
LED board 520-5331-00
validated
100
Left top lane RGB green
output.lamp.100.left-top-lane-rgb-green RGB lamp
LED board 520-5331-00
validated
101
Left top lane RGB red
output.lamp.101.left-top-lane-rgb-red RGB lamp
LED board 520-5331-00
validated
102
Right ramp arrow RGB blue
output.lamp.102.right-ramp-arrow-rgb-blue RGB lamp
LED board 520-5331-00
validated
103
Right ramp arrow RGB green
output.lamp.103.right-ramp-arrow-rgb-green RGB lamp
LED board 520-5331-00
validated
104
Right ramp arrow RGB red
output.lamp.104.right-ramp-arrow-rgb-red RGB lamp
LED board 520-5331-00
validated
105
Left loop arrow (bottom) RGB blue
output.lamp.105.left-loop-arrow-bottom-rgb-blue RGB lamp
LED board 520-5331-00
validated
106
Left loop arrow (bottom) RGB green
output.lamp.106.left-loop-arrow-bottom-rgb-green RGB lamp
LED board 520-5331-00
validated
107
Left loop arrow (bottom) RGB red
output.lamp.107.left-loop-arrow-bottom-rgb-red RGB lamp
LED board 520-5331-00
validated
108
Right loop arrow (bottom) RGB blue
output.lamp.108.right-loop-arrow-bottom-rgb-blue RGB lamp
LED board 520-5331-00
validated
109
Right loop arrow (bottom) RGB green
output.lamp.109.right-loop-arrow-bottom-rgb-green RGB lamp
LED board 520-5331-00
validated
110
Right loop arrow (bottom) RGB red
output.lamp.110.right-loop-arrow-bottom-rgb-red RGB lamp
LED board 520-5331-00
validated
111
Left loop arrow (top) RGB blue
output.lamp.111.left-loop-arrow-top-rgb-blue RGB lamp
LED board 520-5331-00
validated
112
Left loop arrow (top) RGB green
output.lamp.112.left-loop-arrow-top-rgb-green RGB lamp
LED board 520-5331-00
validated
113
Left loop arrow (top) RGB red
output.lamp.113.left-loop-arrow-top-rgb-red RGB lamp
LED board 520-5331-00
validated
114
Unused extended lamp output #114
output.lamp.114.unused-extended-lamp-output-114 Lamp
LED board 520-5331-00
validated
115
Unused extended lamp output #115
output.lamp.115.unused-extended-lamp-output-115 Lamp
LED board 520-5331-00
validated
116
Unused extended lamp output #116
output.lamp.116.unused-extended-lamp-output-116 Lamp
LED board 520-5331-00
validated
117
Face right eye RGB blue
output.lamp.117.face-right-eye-rgb-blue RGB lamp
LED board 520-5331-00
validated
118
Face right eye RGB green
output.lamp.118.face-right-eye-rgb-green RGB lamp
LED board 520-5331-00
validated
119
Face right eye RGB red
output.lamp.119.face-right-eye-rgb-red RGB lamp
LED board 520-5331-00
validated
120
Face left eye RGB blue
output.lamp.120.face-left-eye-rgb-blue RGB lamp
LED board 520-5331-00
validated
121
Face left eye RGB green
output.lamp.121.face-left-eye-rgb-green RGB lamp
LED board 520-5331-00
validated
122
Face left eye RGB red
output.lamp.122.face-left-eye-rgb-red RGB lamp
LED board 520-5331-00
validated
123
Left ramp arrow RGB blue
output.lamp.123.left-ramp-arrow-rgb-blue RGB lamp
LED board 520-5331-00
validated
124
Left ramp arrow RGB green
output.lamp.124.left-ramp-arrow-rgb-green RGB lamp
LED board 520-5331-00
validated
125
Left ramp arrow RGB red
output.lamp.125.left-ramp-arrow-rgb-red RGB lamp
LED board 520-5331-00
validated
126
Right top lane RGB blue
output.lamp.126.right-top-lane-rgb-blue RGB lamp
LED board 520-5331-00
validated
127
Right top lane RGB green
output.lamp.127.right-top-lane-rgb-green RGB lamp
LED board 520-5331-00
validated
128
Right top lane RGB red
output.lamp.128.right-top-lane-rgb-red RGB lamp
LED board 520-5331-00
validated
129
Unused extended lamp output #129
output.lamp.129.unused-extended-lamp-output-129 Lamp
LED/GI control outputs
validated
131
Unused extended lamp output #131
output.lamp.131.unused-extended-lamp-output-131 Lamp
LED/GI control outputs
validated
133
Unused extended lamp output #133
output.lamp.133.unused-extended-lamp-output-133 Lamp
LED/GI control outputs
validated
135
Unused extended lamp output #135
output.lamp.135.unused-extended-lamp-output-135 Lamp
LED/GI control outputs
validated
137
Unused extended lamp output #137
output.lamp.137.unused-extended-lamp-output-137 Lamp
LED/GI control outputs
validated
138
Unused extended lamp output #138
output.lamp.138.unused-extended-lamp-output-138 Lamp
LED/GI control outputs
validated
139
Unused extended lamp output #139
output.lamp.139.unused-extended-lamp-output-139 Lamp
LED/GI control outputs
validated
140
Unused extended lamp output #140
output.lamp.140.unused-extended-lamp-output-140 Lamp
LED/GI control outputs
validated
141
Unused extended lamp output #141
output.lamp.141.unused-extended-lamp-output-141 Lamp
LED/GI control outputs
validated
142
Unused extended lamp output #142
output.lamp.142.unused-extended-lamp-output-142 Lamp
LED/GI control outputs
validated
143
Unused extended lamp output #143
output.lamp.143.unused-extended-lamp-output-143 Lamp
LED/GI control outputs
validated
144
Unused extended lamp output #144
output.lamp.144.unused-extended-lamp-output-144 Lamp
LED/GI control outputs
validated
145
Unused extended lamp output #145
output.lamp.145.unused-extended-lamp-output-145 Lamp
LED/GI control outputs
validated
146
Unused extended lamp output #146
output.lamp.146.unused-extended-lamp-output-146 Lamp
LED/GI control outputs
validated
147
Unused extended lamp output #147
output.lamp.147.unused-extended-lamp-output-147 Lamp
LED/GI control outputs
validated
148
Unused extended lamp output #148
output.lamp.148.unused-extended-lamp-output-148 Lamp
LED/GI control outputs
validated
149
Unused extended lamp output #149
output.lamp.149.unused-extended-lamp-output-149 Lamp
LED/GI control outputs
validated
150
Unused extended lamp output #150
output.lamp.150.unused-extended-lamp-output-150 Lamp
LED/GI control outputs
validated
151
Highway to Hell flame-tunnel LED 1
output.lamp.151.highway-to-hell-flame-tunnel-led-1 Lamp
Flame-tunnel LED assembly
validated
152
Highway to Hell flame-tunnel LED 2
output.lamp.152.highway-to-hell-flame-tunnel-led-2 Lamp
Flame-tunnel LED assembly
validated
153
Highway to Hell flame-tunnel LED 3
output.lamp.153.highway-to-hell-flame-tunnel-led-3 Lamp
Flame-tunnel LED assembly
validated
154
Highway to Hell flame-tunnel LED 4
output.lamp.154.highway-to-hell-flame-tunnel-led-4 Lamp
Flame-tunnel LED assembly
validated
155
Highway to Hell flame-tunnel LED 5
output.lamp.155.highway-to-hell-flame-tunnel-led-5 Lamp
Flame-tunnel LED assembly
validated
156
Highway to Hell flame-tunnel LED 6
output.lamp.156.highway-to-hell-flame-tunnel-led-6 Lamp
Flame-tunnel LED assembly
validated
157
Highway to Hell flame-tunnel LED 7
output.lamp.157.highway-to-hell-flame-tunnel-led-7 Lamp
Flame-tunnel LED assembly
validated
158
Highway to Hell flame-tunnel LED 8
output.lamp.158.highway-to-hell-flame-tunnel-led-8 Lamp
Flame-tunnel LED assembly
validated
159
Unused extended lamp output #159
output.lamp.159.unused-extended-lamp-output-159 Lamp
LED/GI control outputs
validated
160
Unused extended lamp output #160
output.lamp.160.unused-extended-lamp-output-160 Lamp
LED/GI control outputs
validated

General illumination

5
5 shown
# Name Device ID Role Wiring Evidence
0
Conventional GI / game-on illumination channel
output.gi.0.conventional-gi-game-on-illumination-channel
internal.compatibility
I/O power-driver board
validated
130
Red wedge GI
output.lamp.130.red-wedge-gi
LED/GI control outputs
validated
132
Blue wedge GI
output.lamp.132.blue-wedge-gi
LED/GI control outputs
validated
134
Lower mini-playfield GI
output.lamp.134.lower-mini-playfield-gi
LED/GI control outputs
validated
136
White wedge GI
output.lamp.136.white-wedge-gi
LED/GI control outputs
validated

Virtual & other outputs

1
1 shown
# Name Device ID Evidence
33
PinMAME SAM game-on state
output.solenoid.33.pinmame-sam-game-on-state validated

Configuration & other inputs

8 shown
# Name Device ID Evidence
1
CPU/Sound board DIP switch 1
Dip
input.dip.1.cpu-dip-1 validated
2
CPU/Sound board DIP switch 2
Dip
input.dip.2.cpu-dip-2 validated
3
CPU/Sound board DIP switch 3
Dip
input.dip.3.cpu-dip-3 validated
4
CPU/Sound board DIP switch 4
Dip
input.dip.4.cpu-dip-4 validated
5
CPU/Sound board DIP switch 5
Dip
input.dip.5.cpu-dip-5 validated
6
CPU/Sound board DIP switch 6
Dip
input.dip.6.cpu-dip-6 validated
7
CPU/Sound board DIP switch 7
Dip
input.dip.7.cpu-dip-7 validated
8
CPU/Sound board DIP switch 8
Dip
input.dip.8.cpu-dip-8 validated

Mechanisms

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

Auto launcher

mechanism.auto-launch

Kicker

Switch 23 holds while a ball is in the auto-launch lane. Output 2 fires the impulse plunger; the working scripts use a 55-65 strength implementation-dependent impulse.

Jukebox / top eject

mechanism.top-eject

Kicker

A ball closes switch 37 until output 12 ejects it. Premium code can PWM output 12 and the working table preserves the stronger super-skill-shot kick.

Right control gate

mechanism.right-control-gate

Gate

The controlled gate changes the right-ramp/right-orbit return path. The VPX script treats energized and released states as distinct collidable gate states.

Loop spinner

mechanism.spinner

Other

Pulse switch 33 once for each spinner blade transition; do not hold it for a complete spin.

Bell eject

mechanism.bell-eject

Kicker

Switch 36 holds a ball in the bell saucer until public output 52, physical auxiliary coil 42, ejects it.

Swinging bell with captive ball

mechanism.swinging-bell

Toy

The bell carries a captive steel ball and must transfer playfield-ball momentum into pendulum motion. Switch 47 reports a score excursion; the working VPX closes it outside the settled angular region. Output 54 is a hidden magnet used by Hells Bells to start the swing.

Animated band-member display

mechanism.band-members

Toy

Public output 51, physical auxiliary coil 41, drives a timed rocking animation across the molded band figures; the script returns the linked members after the pulse.

Detonator handle

mechanism.detonator

Toy

The standup target reports the player's hit on switch 46. Output 18 independently actuates the detonator handle animation.

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
author-ready.

Identity and variants

This definition covers every in-scope h and hc PinMAME driver from 1.50 through 1.70 for the shared Stern Premium, Limited Edition, and LUCI Premium physical playfield. LUCI changes art and presentation; the LE trim packages and colored-ROM derivatives do not change controller-facing devices or mechanisms.

Source precedence

The exact LUCI v15 table and extracted script are ground truth for public PinMAME addresses, callback routing, object identity, initial ball state, and mechanism causality. The exact Premium and LUCI manuals are authoritative for construction, wiring, assemblies, connector identities, physical multiplicity, and parts. Pinned PinMAME source defines the SAM transport, clone lineage, auxiliary-board translation, and 128x32 four-bit DMD. Manual geometric switch descriptions that disagree with the working script are retained as manual aliases/locators but do not override the proven table behavior.

Ball inventory and startup

Create four trough balls in under-apron assembly 500-6318-24-ND and close switches 18, 19, 20, and 21. Leave stack opto 22 open until output 1 moves a ball through the eject end; the script pulses 22 when another ball remains. Initialize the cannon empty at home with switch 61 active and 62 inactive. The bell contains a captive steel ball that is part of its pendulum assembly, not a playable trough ball. The lower mini-playfield eject and both saucers start empty.

Ball paths

Output 2 launches from switch 23. The main playfield includes left and right orbits, left and right ramps, three top lanes, the Jukebox/top saucer at switch 37, the bell eject at 36, and the cannon capture at 45. The right-ramp diverter routes a ball either through the normal ramp or into the cannon. The left-ramp diverter selects the ordinary return or crossover path. The lower mini-playfield has its own two flippers, three standups, two rollovers, and eject opto 49; output 3 returns its held ball.

Custom mechanisms

The cannon motor sweeps a ball-holding cannon from about 110 degrees home toward 20 degrees and back. Switch 61 is home, switch 62 is the ROM timing mark, and public output 53 fires at the current angle. The swinging bell must transfer collision momentum into the captive ball and pendulum, report a score excursion on switch 47, and accept magnet output 54 during the Hells Bells feature. Public output 51 animates the linked band members. Output 18 actuates the detonator handle independently of target switch 46. Outputs 6 and 7 reset the five-bank AC/DC and three-bank TNT drop targets.

Lamps and flashers

Standard lamps 1-80 are the manual matrix. Public lamps 81-128 are tri-color LED channels; each three-address group is blue, green, red as proven by the VPX script. Addresses 114-116 and 129 are unused. Color-GI channels 130, 132, 134, and 136 arrive through ChangedLamps and drive red, blue, lower-playfield, and white GI respectively; GI 0 remains a separate emulator-level channel. Flame-tunnel LEDs are 151-158. Local VPX array indices 177, 179, 180, 182, 183, and 185-190 are solenoid-flasher mirrors, not physical PinMAME lamp outputs, and must never be recreated as duplicate lamps. The exact v15 table declares UseGI=0, so GI-0 has no direct table-object placement and remains N/A. Public RGB addresses 87-89 share the center-top playfield emitter represented by Light.l38; the manual's separate #89 notation is a bulb part number in the back-panel parts list, not public lamp address 89. Lamps 53-54 and 65-76 are physically mounted on the rear panel and therefore intentionally have no normalized playfield coordinates; the manual identifies 53 as the right Jukebox horn and 54 as the left. Lamps 12/13 and 43/44 use the working VPX placements and the manual-confirmed left/right outlane and return-lane labels.

Auxiliary output translation

The manual's physical auxiliary coils 41-48 appear through LibPinMAME as public solenoids 51-58. Therefore physical 41 band members is public 51, physical 42 bell eject is 52, physical 43 cannon eject is 53, physical 44 bell magnet is 54, physical 45 right-ramp diverter is 55, physical 46 right control gate is 56, physical 47 left-ramp diverter is 57, and physical 48 is unused/public 58.

Cabinet and service inputs

The main flipper buttons/EOS contacts are public switches 84/83 and 82/81. Lower mini-playfield buttons are public 88 and 86; 87 and 85 are unused. Matrix switch 64 is the FIRE button. Negative public switch addresses are the coin-door and tilt inputs after PinMAME inversion normalization; do not apply physical NC inversion twice.

PinMAME public solenoid 33 is the synthetic SAM game-on/fast-flip state and has no physical transistor. The manual's optional ticket-service identities 33-35 are retained separately under physical.output.ticket; the stable LibPinMAME solenoid API does not transport them.

Timing and tuning

The working table's exact impulses are implementation evidence rather than universal geometry: auto-launch uses roughly 55 strength, bell eject 8, cannon eject 45, and the top eject has a special high-power PWM path for the super skill shot. Preserve the causal state changes first, then tune physical travel in the target engine while retaining the switch/output ordering.

Evidence

  • Official Premium manual SHA-256 d3de500b504b165023e3858883067ca518543307387ec2460397b740ebe240b6 and LUCI manual SHA-256 65bb776389508259513cb72f4c24f054f97dfaa0eee87557a0f76e3175acf524 are organized under E:/_vpe-2025/pinmame-manuals.
  • Exact LUCI v15 table SHA-256 0adcd0b3801856ae2687185dffac068e2ff42edf473696ed653ae168b11f1d4d; size 156,454,912 bytes; cGameName acd_170hc; VPX bounds 0,0-952.9412231445312,2117.64697265625; extracted with vpxtool git:v0.33.3 and retained in the external review artifact directory.
  • Exact LUCI v15 extracted script SHA-256 55755ddbde8bdab343775e46d8c8aeec9878c7694f34619942c5701d8ad3a832. The older VPW-derived LUCI 1.1.4 script SHA-256 b478b21272befd41908aa3ef4daf3a90d4838334346718cb4d5fde7f23bb2fc0 remains a separate semantic baseline.
  • Exact acd_170h boot/start evidence SHA-256 31d6c8a83091c62785ce5b23cb1417a12bfb229ed61b5366354451510e4940c0; ROM archive SHA-256 1ace847619af4864769b053f641d3e035a1c72d517ac750af7088600cdd291d4 remains external.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
acd_170hcAC/DC Limited Edition (V1.70.0) (Colored MOD)
Colored-ROM modification only; native display colorization does not change physical I/O or mechanisms. Firmware revision for the shared Premium/LE/LUCI playfield; cabinet art and trim packages do not change controller-facing I/O or mechanisms.
2018acd_170hidentical
acd_170hAC/DC Limited Edition (V1.70.0)
Firmware revision for the shared Premium/LE/LUCI playfield; cabinet art and trim packages do not change controller-facing I/O or mechanisms.
2018identical
acd_168hcAC/DC Limited Edition (V1.68) (Colored MOD)
Colored-ROM modification only; native display colorization does not change physical I/O or mechanisms. Firmware revision for the shared Premium/LE/LUCI playfield; cabinet art and trim packages do not change controller-facing I/O or mechanisms.
2014acd_170hidentical
acd_168hAC/DC Limited Edition (V1.68)
Firmware revision for the shared Premium/LE/LUCI playfield; cabinet art and trim packages do not change controller-facing I/O or mechanisms.
2014acd_170hidentical
acd_165hAC/DC Limited Edition (V1.65)
Firmware revision for the shared Premium/LE/LUCI playfield; cabinet art and trim packages do not change controller-facing I/O or mechanisms.
2013acd_170hidentical
acd_163hAC/DC Limited Edition (V1.63)
Firmware revision for the shared Premium/LE/LUCI playfield; cabinet art and trim packages do not change controller-facing I/O or mechanisms.
2013acd_170hidentical
acd_161hAC/DC Limited Edition (V1.61)
Firmware revision for the shared Premium/LE/LUCI playfield; cabinet art and trim packages do not change controller-facing I/O or mechanisms.
2012acd_170hidentical
acd_160hAC/DC Limited Edition (V1.6)
Firmware revision for the shared Premium/LE/LUCI playfield; cabinet art and trim packages do not change controller-facing I/O or mechanisms.
2012acd_170hidentical

Parent set: acd_170h — 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.

  • PinMAME catalog

    pinmame.catalog.4ec52ff0ac13

    src/wpc/driver.c and generated exact driver catalog

    rev
    4ec52ff0ac13
  • PinMAME source

    pinmame.core.4ec52ff0ac13

    src/wpc/sam.c AC/DC ROM declarations, clone lineage, SAM generation, auxiliary-output flags, public output mapping, and DMD topology

    rev
    4ec52ff0ac13
  • Operator manual

    manual.acdc-premium-le

    ACDC_Prem_web.pdf pages 16-24 and 42-59; local cache manufacturer.stern.d3de500b504b

    by
    Stern Pinball, Inc.
    sha256
    d3de500b504b…
  • Operator manual

    manual.acdc-luci-premium

    ACDC_Luci_web.pdf pages 16-24 and 42-59; local cache manufacturer.stern.65bb77638950

    by
    Stern Pinball, Inc.
    sha256
    65bb77638950…
  • VPX script

    vpx.acdc-luci-premium-vpw-1.1.4

    AC-DC LUCI Premium VR (Stern 2013) v1.1.4.vbs; callbacks, initial state, routes, cannon, bell, diverters, lamps, and mechanism behavior

    by
    VPW table contributors credited in the script
    rev
    0c036bb61b4b
    sha256
    b478b21272be…
  • VPX table

    vpx-table.acdc-luci-premium-v15

    ACDC LUCI (Stern 2013) v15.vpx (156,454,912 bytes); cGameName=acd_170hc; VPX bounds 0,0-952.9412231445312,2117.64697265625; exact object/collection extraction retained under the review artifact manifest

    local-evidence://vpx-table/acdc-luci-v15
    by
    LUCI table contributors credited in the table
    sha256
    0adcd0b38018…
  • VPX script

    vpx-script.acdc-luci-premium-v15

    script.vbs extracted from exact LUCI v15; cGameName=acd_170hc, UseGI=0, controller callbacks, initial cannon/bell state, switch computations, lamp assignments, flasher mirrors, and auxiliary routes

    local-evidence://vpx-table/acdc-luci-v15/script.vbs
    by
    LUCI table contributors credited in the script
    sha256
    55755ddbde8b…
  • Runtime run

    runtime.acdc-premium.boot-start

    Exact acd_170h.zip SHA-256 1ace847619af4864769b053f641d3e035a1c72d517ac750af7088600cdd291d4; four-ball trough plus cannon-home initial state; boot, four credits, start, and observation

    local-evidence://pinmame-harness/acd_170h/boot-start-premium-1.json
    by
    Generated locally from PinMAME and the user-authorized ROM corpus; ROM bytes are external
    sha256
    31d6c8a83091…
  • Human review

    stern.acdc-product-page

    Official edition feature inventory for Pro, Premium, and LUCI; reviewed 2026-08-02

    by
    Stern Pinball, Inc.
  • Human review

    ipdb.acdc-premium.5775

    AC/DC Premium identity and shared service-document association reviewed in interactive browser

  • Human review

    ipdb.acdc-luci.6060

    AC/DC (LUCI Premium), December 2013; identity and notable-feature inventory reviewed in interactive browser

Something wrong or missing?

This site renders the catalog and adds nothing to it, so fixes belong in the definition itself. Editing on GitHub forks it for you and opens the pull request; no local checkout needed.

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.

Other editions

AC/DC shipped in 4 editions with different playfields. Compare what each one actually has before building against this definition.

All 4 editions of AC/DC, side by side

Same platform