Batman: The Dark Knight Standard/Home Edition

Partial

Stern2010SAMstern.batman-the-dark-knight-standard-home-edition.2010 1 of 2 editions

Wire it up

what an authoring tool needs first
Bind this ROM
bdk_300

1 ROM set 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
1–66 (49)
Lamps
1–88 (88)
GI
0–0 (1)
DIP
1–8 (8)

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

Ball positions at start
6Scarecrow VUK27Joker lockup 133Top right eject53Trough 3 left54Trough 255Trough 1 right56Trough jam58Shooter lane

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

Cabinet & flipper inputs
84flipper.lower.left.button83flipper.lower.left.eos82flipper.lower.right.button81flipper.lower.right.eos34cabinet.tournament-start35cabinet.start65cabinet.coin.left66cabinet.coin.center67cabinet.coin.right69cabinet.coin.fifth-7cabinet.tilt-6cabinet.slam-tilt-5cabinet.ticket-notch

Portable roles — the consuming engine maps them to its own input actions.

Coverage

Partial

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

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

Switches

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

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
switch.d17-pendulum-tilt
cabinet.tilt
J13-P1LGN-BRN
J13-P10BLK
CPU/Sound board dedicated-switch input
validated
-6
Slam tiltNC
Tilt
switch.d18-slam-tilt
cabinet.slam-tilt
J13-P3LGN-RED
J13-P10BLK
CPU/Sound board dedicated-switch input
validated
-5
Optional ticket notchopt
Microswitch
switch.d19-optional-ticket-notch
cabinet.ticket-notch
J13-P4LGN-ORG
J13-P10BLK
CPU/Sound board dedicated-switch input
validated
-4
Unused dedicated switch D20
switch.d20-unused-dedicated-switch-d20
J13-P5LGN-YEL
J13-P10BLK
CPU/Sound board dedicated-switch input
validated
-3
Coin-door Back button
Button
switch.d21-coin-door-back-button
service.back
J13-P6LGN-BLK
J13-P10BLK
CPU/Sound board dedicated-switch input
validated
-2
Coin-door Minus button
Button
switch.d22-coin-door-minus-button
service.down
J13-P7LGN-BLU
J13-P10BLK
CPU/Sound board dedicated-switch input
validated
-1
Coin-door Plus button
Button
switch.d23-coin-door-plus-button
service.up
J13-P8LGN-VIO
J13-P10BLK
CPU/Sound board dedicated-switch input
validated
0
Coin-door Select button
Button
switch.d24-coin-door-select-button
service.enter
J13-P9LGN-GRY
J13-P10BLK
CPU/Sound board dedicated-switch input
validated
1
Left top lane
switch.1-left-top-lane
J1-P1GRN-BRN
J6-P9WHT-BRN
CPU/Sound board switch matrix
validated
2
Center top lane
switch.2-center-top-lane
J1-P1GRN-BRN
J6-P8WHT-RED
CPU/Sound board switch matrix
validated
3
Right top lane
switch.3-right-top-lane
J1-P1GRN-BRN
J6-P7WHT-ORG
CPU/Sound board switch matrix
validated
4
Pop bumper target
switch.4-pop-bumper-target
J1-P1GRN-BRN
J6-P6WHT-YEL
CPU/Sound board switch matrix
validated
5
Pop bumper spinner
switch.5-pop-bumper-spinner
J1-P1GRN-BRN
J6-P5WHT-GRN
CPU/Sound board switch matrix
validated
6
Scarecrow VUK
Opto
switch.6-scarecrow-vuk
ball.position
J1-P1GRN-BRN
J6-P3WHT-BLU
CPU/Sound board switch matrix
validated
7
Right standup target
switch.7-right-standup-target
J1-P1GRN-BRN
J6-P2WHT-VIO
CPU/Sound board switch matrix
validated
8
Center ramp entrance
switch.8-center-ramp-entrance
J1-P1GRN-BRN
J6-P1WHT-GRY
CPU/Sound board switch matrix
validated
9
Alfred target
switch.9-alfred-target
J1-P1GRN-BRN
J12-P9TAN-BLK
CPU/Sound board switch matrix
validated
10
Crane position 6 away
Opto
switch.10-crane-position-6-away
J1-P1GRN-BRN
J12-P8TAN-RED
CPU/Sound board switch matrix
validated
11
Crane position 5
Opto
switch.11-crane-position-5
J1-P1GRN-BRN
J12-P7TAN-ORG
CPU/Sound board switch matrix
validated
12
Crane position 4
Opto
switch.12-crane-position-4
J1-P1GRN-BRN
J12-P6TAN-YEL
CPU/Sound board switch matrix
validated
13
Crane position 3
Opto
switch.13-crane-position-3
J1-P1GRN-BRN
J12-P4TAN-GRN
CPU/Sound board switch matrix
validated
14
Crane position 2
Opto
switch.14-crane-position-2
J1-P1GRN-BRN
J12-P3TAN-BLU
CPU/Sound board switch matrix
validated
15
Crane position 1 home
Opto
switch.15-crane-position-1-home
position.home
J1-P1GRN-BRN
J12-P2TAN-VIO
CPU/Sound board switch matrix
validated
16
Left Joker target
switch.16-left-joker-target
J1-P1GRN-BRN
J12-P1TAN-WHT
CPU/Sound board switch matrix
validated
17
Center Joker target
switch.17-center-joker-target
J1-P3GRN-RED
J6-P9WHT-BRN
CPU/Sound board switch matrix
validated
18
Right Joker target
switch.18-right-joker-target
J1-P3GRN-RED
J6-P8WHT-RED
CPU/Sound board switch matrix
validated
19
Left pop bumper
switch.19-left-pop-bumper
J1-P3GRN-RED
J6-P7WHT-ORG
CPU/Sound board switch matrix
validated
20
Right pop bumper
switch.20-right-pop-bumper
J1-P3GRN-RED
J6-P6WHT-YEL
CPU/Sound board switch matrix
validated
21
Bottom pop bumper
switch.21-bottom-pop-bumper
J1-P3GRN-RED
J6-P5WHT-GRN
CPU/Sound board switch matrix
validated
22
Left loop
switch.22-left-loop
J1-P3GRN-RED
J6-P3WHT-BLU
CPU/Sound board switch matrix
validated
23
Left loop spinner
switch.23-left-loop-spinner
J1-P3GRN-RED
J6-P2WHT-VIO
CPU/Sound board switch matrix
validated
24
Batmobile ramp exit
switch.24-batmobile-ramp-exit
J1-P3GRN-RED
J6-P1WHT-GRY
CPU/Sound board switch matrix
validated
25
Scarecrow VUK exit
Opto
switch.25-scarecrow-vuk-exit
J1-P3GRN-RED
J12-P9TAN-BLK
CPU/Sound board switch matrix
validated
26
Skill shot
switch.26-skill-shot
J1-P3GRN-RED
J12-P8TAN-RED
CPU/Sound board switch matrix
validated
27
Joker lockup 1
Opto
switch.27-joker-lockup-1
ball.position
J1-P3GRN-RED
J12-P7TAN-ORG
CPU/Sound board switch matrix
validated
28
Unused matrix switch 28
switch.28-unused-matrix-switch-28
J1-P3GRN-RED
J12-P6TAN-YEL
CPU/Sound board switch matrix
validated
29
Right loop
switch.29-right-loop
J1-P3GRN-RED
J12-P4TAN-GRN
CPU/Sound board switch matrix
validated
30
Unused matrix switch 30
switch.30-unused-matrix-switch-30
J1-P3GRN-RED
J12-P3TAN-BLU
CPU/Sound board switch matrix
validated
31
Unused matrix switch 31
switch.31-unused-matrix-switch-31
J1-P3GRN-RED
J12-P2TAN-VIO
CPU/Sound board switch matrix
validated
32
Unused matrix switch 32
switch.32-unused-matrix-switch-32
J1-P3GRN-RED
J12-P1TAN-WHT
CPU/Sound board switch matrix
validated
33
Top right eject
switch.33-top-right-eject
ball.position
J1-P4GRN-ORG
J6-P9WHT-BRN
CPU/Sound board switch matrix
validated
34
Tournament Start
Button
switch.34-tournament-start
cabinet.tournament-start
J1-P4GRN-ORG
J6-P8WHT-RED
CPU/Sound board switch matrix
validated
35
Start button
Button
switch.35-start-button
cabinet.start
J1-P4GRN-ORG
J6-P7WHT-ORG
CPU/Sound board switch matrix
validated
36
Unused matrix switch 36
switch.36-unused-matrix-switch-36
J1-P4GRN-ORG
J6-P6WHT-YEL
CPU/Sound board switch matrix
validated
37
Unused matrix switch 37
switch.37-unused-matrix-switch-37
J1-P4GRN-ORG
J6-P5WHT-GRN
CPU/Sound board switch matrix
validated
38
Unused matrix switch 38
switch.38-unused-matrix-switch-38
J1-P4GRN-ORG
J6-P3WHT-BLU
CPU/Sound board switch matrix
validated
39
Unused matrix switch 39
switch.39-unused-matrix-switch-39
J1-P4GRN-ORG
J6-P2WHT-VIO
CPU/Sound board switch matrix
validated
40
Unused matrix switch 40
switch.40-unused-matrix-switch-40
J1-P4GRN-ORG
J6-P1WHT-GRY
CPU/Sound board switch matrix
validated
41
Unused matrix switch 41
switch.41-unused-matrix-switch-41
J1-P4GRN-ORG
J12-P9TAN-BLK
CPU/Sound board switch matrix
validated
42
Unused matrix switch 42
switch.42-unused-matrix-switch-42
J1-P4GRN-ORG
J12-P8TAN-RED
CPU/Sound board switch matrix
validated
43
Unused matrix switch 43
switch.43-unused-matrix-switch-43
J1-P4GRN-ORG
J12-P7TAN-ORG
CPU/Sound board switch matrix
validated
44
Unused matrix switch 44
switch.44-unused-matrix-switch-44
J1-P4GRN-ORG
J12-P6TAN-YEL
CPU/Sound board switch matrix
validated
45
Left standup target
switch.45-left-standup-target
J1-P4GRN-ORG
J12-P4TAN-GRN
CPU/Sound board switch matrix
validated
46
Left outlane
switch.46-left-outlane
J1-P4GRN-ORG
J12-P3TAN-BLU
CPU/Sound board switch matrix
validated
47
Left return lane
switch.47-left-return-lane
J1-P4GRN-ORG
J12-P2TAN-VIO
CPU/Sound board switch matrix
validated
48
Left slingshot
switch.48-left-slingshot
J1-P4GRN-ORG
J12-P1TAN-WHT
CPU/Sound board switch matrix
validated
49
Right slingshot
switch.49-right-slingshot
J1-P5GRN-YEL
J6-P9WHT-BRN
CPU/Sound board switch matrix
validated
50
Right return lane
switch.50-right-return-lane
J1-P5GRN-YEL
J6-P8WHT-RED
CPU/Sound board switch matrix
validated
51
Right outlane
switch.51-right-outlane
J1-P5GRN-YEL
J6-P7WHT-ORG
CPU/Sound board switch matrix
validated
52
Unused matrix switch 52
switch.52-unused-matrix-switch-52
J1-P5GRN-YEL
J6-P6WHT-YEL
CPU/Sound board switch matrix
validated
53
Trough 3 left
Opto
switch.53-trough-3-left
ball.position
J1-P5GRN-YEL
J6-P5WHT-GRN
CPU/Sound board switch matrix
validated
54
Trough 2
Opto
switch.54-trough-2
ball.position
J1-P5GRN-YEL
J6-P3WHT-BLU
CPU/Sound board switch matrix
validated
55
Trough 1 right
Opto
switch.55-trough-1-right
ball.position
J1-P5GRN-YEL
J6-P2WHT-VIO
CPU/Sound board switch matrix
validated
56
Trough jam
Opto
switch.56-trough-jam
ball.position
J1-P5GRN-YEL
J6-P1WHT-GRY
CPU/Sound board switch matrix
validated
57
Unused matrix switch 57
switch.57-unused-matrix-switch-57
J1-P5GRN-YEL
J12-P9TAN-BLK
CPU/Sound board switch matrix
validated
58
Shooter lane
Opto
switch.58-shooter-lane
ball.position
J1-P5GRN-YEL
J12-P8TAN-RED
CPU/Sound board switch matrix
validated
59
BATMAN B target
switch.59-batman-b-target
J1-P5GRN-YEL
J12-P7TAN-ORG
CPU/Sound board switch matrix
validated
60
BATMAN A target
switch.60-batman-a-target
J1-P5GRN-YEL
J12-P6TAN-YEL
CPU/Sound board switch matrix
validated
61
BATMAN T target
switch.61-batman-t-target
J1-P5GRN-YEL
J12-P4TAN-GRN
CPU/Sound board switch matrix
validated
62
BATMAN M target
switch.62-batman-m-target
J1-P5GRN-YEL
J12-P3TAN-BLU
CPU/Sound board switch matrix
validated
63
BATMAN A2 target
switch.63-batman-a2-target
J1-P5GRN-YEL
J12-P2TAN-VIO
CPU/Sound board switch matrix
validated
64
BATMAN N target
switch.64-batman-n-target
J1-P5GRN-YEL
J12-P1TAN-WHT
CPU/Sound board switch matrix
validated
65
Left coin chute
Button
switch.d1-left-coin-chute
cabinet.coin.left
J2-P2PNK-BRN
J2-P1/11BLK
CPU/Sound board dedicated-switch input
validated
66
Center coin chute
Button
switch.d2-center-coin-chute
cabinet.coin.center
J2-P3PNK-RED
J2-P1/11BLK
CPU/Sound board dedicated-switch input
validated
67
Right coin chute
Button
switch.d3-right-coin-chute
cabinet.coin.right
J2-P4PNK-ORG
J2-P1/11BLK
CPU/Sound board dedicated-switch input
validated
68
Unused fourth coin chute
switch.d4-unused-fourth-coin-chute
J2-P6PNK-YEL
J2-P1/11BLK
CPU/Sound board dedicated-switch input
validated
69
Optional fifth coin chuteopt
Button
switch.d5-optional-fifth-coin-chute
cabinet.coin.fifth
J2-P7PNK-GRN
J2-P1/11BLK
CPU/Sound board dedicated-switch input
validated
70
Unused dedicated switch D6
switch.d6-unused-dedicated-switch-d6
J2-P8PNK-BLU
J2-P1/11BLK
CPU/Sound board dedicated-switch input
validated
71
Unused dedicated switch D7
switch.d7-unused-dedicated-switch-d7
J2-P9PNK-VIO
J2-P1/11BLK
CPU/Sound board dedicated-switch input
validated
72
Unused dedicated switch D8
switch.d8-unused-dedicated-switch-d8
J2-P10PNK-GRY
J2-P1/11BLK
CPU/Sound board dedicated-switch input
validated
81
Right flipper end-of-strokeNC
Leaf
switch.d12-right-flipper-end-of-stroke
flipper.lower.right.eos
J3-P5GRY-YEL
J3-P10BLK
CPU/Sound board dedicated-switch input
validated
82
Right flipper button
Button
switch.d11-right-flipper-button
flipper.lower.right.button
J3-P4GRY-ORG
J3-P10BLK
CPU/Sound board dedicated-switch input
validated
83
Left flipper end-of-strokeNC
Leaf
switch.d10-left-flipper-end-of-stroke
flipper.lower.left.eos
J3-P2GRY-RED
J3-P10BLK
CPU/Sound board dedicated-switch input
validated
84
Left flipper button
Button
switch.d9-left-flipper-button
flipper.lower.left.button
J3-P1GRY-BRN
J3-P10BLK
CPU/Sound board dedicated-switch input
validated
85
Scarecrow crane hit
Leaf
switch.d16-scarecrow-crane-hit
mechanism.crane.hit
J3-P9GRY-BLK
J3-P10BLK
CPU/Sound board dedicated-switch input
validated
86
Unused upper-right flipper button
switch.d15-unused-upper-right-flipper-button
J3-P8GRY-VIO
J3-P10BLK
CPU/Sound board dedicated-switch input
validated
87
Unused upper-left flipper end-of-stroke
switch.d14-unused-upper-left-flipper-end-of-stroke
J3-P7GRY-BLU
J3-P10BLK
CPU/Sound board dedicated-switch input
validated
88
Unused upper-left flipper button
switch.d13-unused-upper-left-flipper-button
J3-P6GRY-GRN
J3-P10BLK
CPU/Sound board dedicated-switch input
validated

Controlled devices

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

Coils, magnets & motors

23
23 shown
# Name Device ID Kind Wiring Evidence
1
Trough up-kicker
device.1-trough-up-kicker Coil
Q1BRN-BLK
I/O Power Driver board
validated
2
Auto launch
device.2-auto-launch Coil
Q2BRN-RED
I/O Power Driver board
validated
3
Top right eject
device.3-top-right-eject Coil
Q3BRN-ORG
I/O Power Driver board
validated
4
Joker lockup
device.4-joker-lockup Coil
Q4BRN-YEL
I/O Power Driver board
validated
5
Unused output Q5
device.5-unused-output-q5 Coil
Q5BRN-GRN
I/O Power Driver board
validated
6
Scarecrow VUK
device.6-scarecrow-vuk Coil
Q6BRN-BLU
I/O Power Driver board
validated
7
Unused output Q7
device.7-unused-output-q7 Coil
Q7BRN-VIO
I/O Power Driver board
validated
8
Optional shaker motoropt
device.8-optional-shaker-motor Motor
Q8BRN-GRY
I/O Power Driver board
validated
9
Left pop bumper
device.9-left-pop-bumper Coil
Q9BLU-BRN
I/O Power Driver board
validated
10
Right pop bumper
device.10-right-pop-bumper Coil
Q10BLU-RED
I/O Power Driver board
validated
11
Bottom pop bumper
device.11-bottom-pop-bumper Coil
Q11BLU-ORG
I/O Power Driver board
validated
12
Unused output Q12
device.12-unused-output-q12 Coil
Q12BLU-YEL
I/O Power Driver board
validated
13
Unused output Q13
device.13-unused-output-q13 Coil
Q13BLU-GRN
I/O Power Driver board
validated
14
Unused output Q14
device.14-unused-output-q14 Coil
Q14BLU-BLK
I/O Power Driver board
validated
15
Left flipper
device.15-left-flipper Coil
Q15ORG-GRY
I/O Power Driver board
validated
16
Right flipper
device.16-right-flipper Coil
Q16ORG-VIO
I/O Power Driver board
validated
17
Left slingshot
device.17-left-slingshot Coil
Q17VIO-BRN
I/O Power Driver board
validated
18
Right slingshot
device.18-right-slingshot Coil
Q18VIO-RED
I/O Power Driver board
validated
20
Unused output Q20
device.20-unused-output-q20 Coil
Q20VIO-WHT
I/O Power Driver board
validated
24
Optional 5 V controlled deviceopt
device.24-optional-5-v-controlled-device Coil
Q24VIO-GRY
I/O Power Driver board
validated
28
Scarecrow motor relay
device.28-scarecrow-motor-relay Relay
Q28BLK-YEL
I/O Power Driver board
validated
30
Unused output Q30
device.30-unused-output-q30 Coil
Q30BLK-BLU
I/O Power Driver board
validated
31
Scarecrow motor
device.31-scarecrow-motor Motor
Q31BLK-VIO
I/O Power Driver board
validated

Flashers

9
9 shown
# Name Device ID Wiring Evidence
19
Scarecrow home flasher
device.19-scarecrow-home-flasher
Q19VIO-ORG
I/O Power Driver board
validated
21
Back panel flasher
device.21-back-panel-flasher
Q21VIO-GRN
I/O Power Driver board
validated
22
Joker flasher
device.22-joker-flasher
Q22VIO-BLU
I/O Power Driver board
validated
23
Scarecrow flasher
device.23-scarecrow-flasher
Q23VIO-BLK
I/O Power Driver board
validated
25
Pop bumpers flasher
device.25-pop-bumpers-flasher
Q25BLK-BRN
I/O Power Driver board
validated
26
Batmobile flasher
device.26-batmobile-flasher
Q26BLK-RED
I/O Power Driver board
validated
27
Left slingshot flasher
device.27-left-slingshot-flasher
Q27BLK-ORG
I/O Power Driver board
validated
29
Right slingshot flasher
device.29-right-slingshot-flasher
Q29BLK-GRN
I/O Power Driver board
validated
32
Batmobile crash flasher
device.32-batmobile-crash-flasher
Q32BLK-GRY
I/O Power Driver board
validated

Lamps

88

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
Hover or tap an address to identify it.
88 shown
# Name Device ID Wiring Evidence
1
Joker Played
lamp.1-joker-played
I/O Power Driver board lamp matrix
validated
2
Batmobile Played
lamp.2-batmobile-played
I/O Power Driver board lamp matrix
validated
3
Scarecrow Played
lamp.3-scarecrow-played
I/O Power Driver board lamp matrix
validated
4
Crane Position 6 Away
lamp.4-crane-position-6-away
I/O Power Driver board lamp matrix
validated
5
Bat Missions
lamp.5-bat-missions
I/O Power Driver board lamp matrix
validated
6
Mystery
lamp.6-mystery
I/O Power Driver board lamp matrix
validated
7
Left Loop Arrow
lamp.7-left-loop-arrow
I/O Power Driver board lamp matrix
validated
8
Pop Bumpers
lamp.8-pop-bumpers
I/O Power Driver board lamp matrix
validated
9
BATMAN B
lamp.9-batman-b
I/O Power Driver board lamp matrix
validated
10
BATMAN A
lamp.10-batman-a
I/O Power Driver board lamp matrix
validated
11
BATMAN T
lamp.11-batman-t
I/O Power Driver board lamp matrix
validated
12
BATMAN M
lamp.12-batman-m
I/O Power Driver board lamp matrix
validated
13
BATMAN A2
lamp.13-batman-a2
I/O Power Driver board lamp matrix
validated
14
BATMAN N
lamp.14-batman-n
I/O Power Driver board lamp matrix
validated
15
Start Button
lamp.15-start-button
I/O Power Driver board lamp matrix
validated
16
Tournament Start
lamp.16-tournament-start
I/O Power Driver board lamp matrix
validated
17
Left Top Lane
lamp.17-left-top-lane
I/O Power Driver board lamp matrix
validated
18
Center Top Lane
lamp.18-center-top-lane
I/O Power Driver board lamp matrix
validated
19
Right Top Lane
lamp.19-right-top-lane
I/O Power Driver board lamp matrix
validated
20
Right Multiplier Target
lamp.20-right-multiplier-target
I/O Power Driver board lamp matrix
validated
21
Alfred Target
lamp.21-alfred-target
I/O Power Driver board lamp matrix
validated
22
Scarecrow Skill Shot
lamp.22-scarecrow-skill-shot
I/O Power Driver board lamp matrix
validated
23
Batmobile Skill Shot
lamp.23-batmobile-skill-shot
I/O Power Driver board lamp matrix
validated
24
Joker Skill Shot
lamp.24-joker-skill-shot
I/O Power Driver board lamp matrix
validated
25
Bruce Wayne
lamp.25-bruce-wayne
I/O Power Driver board lamp matrix
validated
26
Commissioner Gordon
lamp.26-commissioner-gordon
I/O Power Driver board lamp matrix
validated
27
Rachel Dawes
lamp.27-rachel-dawes
I/O Power Driver board lamp matrix
validated
28
The Scarecrow
lamp.28-the-scarecrow
I/O Power Driver board lamp matrix
validated
29
The Joker
lamp.29-the-joker
I/O Power Driver board lamp matrix
validated
30
Harvey Dent
lamp.30-harvey-dent
I/O Power Driver board lamp matrix
validated
31
Lucius Fox
lamp.31-lucius-fox
I/O Power Driver board lamp matrix
validated
32
Alfred Pennyworth
lamp.32-alfred-pennyworth
I/O Power Driver board lamp matrix
validated
33
Impostors!
lamp.33-impostors
I/O Power Driver board lamp matrix
validated
34
Extricate Lau
lamp.34-extricate-lau
I/O Power Driver board lamp matrix
validated
35
Rescue Rachel
lamp.35-rescue-rachel
I/O Power Driver board lamp matrix
validated
36
Locate The Joker
lamp.36-locate-the-joker
I/O Power Driver board lamp matrix
validated
37
Batmobile 3
lamp.37-batmobile-3
I/O Power Driver board lamp matrix
validated
38
Batmobile 2
lamp.38-batmobile-2
I/O Power Driver board lamp matrix
validated
39
Batmobile 1
lamp.39-batmobile-1
I/O Power Driver board lamp matrix
validated
40
Crane Position 4
lamp.40-crane-position-4
I/O Power Driver board lamp matrix
validated
41
Shoot Again
lamp.41-shoot-again
I/O Power Driver board lamp matrix
validated
42
Scarecrow VUK Arrow
lamp.42-scarecrow-vuk-arrow
I/O Power Driver board lamp matrix
validated
43
Super Jackpot
lamp.43-super-jackpot
I/O Power Driver board lamp matrix
validated
44
The Scarecrow (Lamp 44)
lamp.44-the-scarecrow-lamp-44
I/O Power Driver board lamp matrix
validated
45
Extra Ball
lamp.45-extra-ball
I/O Power Driver board lamp matrix
validated
46
Crane Position 3
lamp.46-crane-position-3
I/O Power Driver board lamp matrix
validated
47
Not Used
lamp.47-not-used
I/O Power Driver board lamp matrix
validated
48
Bat Symbol
lamp.48-bat-symbol
I/O Power Driver board lamp matrix
validated
49
Joker Arrow
lamp.49-joker-arrow
I/O Power Driver board lamp matrix
validated
50
Joker Lock 3
lamp.50-joker-lock-3
I/O Power Driver board lamp matrix
validated
51
Joker Lock 2
lamp.51-joker-lock-2
I/O Power Driver board lamp matrix
validated
52
Left Multiplier Target
lamp.52-left-multiplier-target
I/O Power Driver board lamp matrix
validated
53
Joker Lock 1
lamp.53-joker-lock-1
I/O Power Driver board lamp matrix
validated
54
Crane Position 5
lamp.54-crane-position-5
I/O Power Driver board lamp matrix
validated
55
Left Gordon Target
lamp.55-left-gordon-target
I/O Power Driver board lamp matrix
validated
56
Right Loop Arrow
lamp.56-right-loop-arrow
I/O Power Driver board lamp matrix
validated
57
Bat Pod
lamp.57-bat-pod
I/O Power Driver board lamp matrix
validated
58
Grappling Hook
lamp.58-grappling-hook
I/O Power Driver board lamp matrix
validated
59
Machine Gun
lamp.59-machine-gun
I/O Power Driver board lamp matrix
validated
60
Cannon
lamp.60-cannon
I/O Power Driver board lamp matrix
validated
61
Crane Position 2
lamp.61-crane-position-2
I/O Power Driver board lamp matrix
validated
62
Left Outlane
lamp.62-left-outlane
I/O Power Driver board lamp matrix
validated
63
Left Return Lane
lamp.63-left-return-lane
I/O Power Driver board lamp matrix
validated
64
Right Return Lane
lamp.64-right-return-lane
I/O Power Driver board lamp matrix
validated
65
Right Outlane
lamp.65-right-outlane
I/O Power Driver board lamp matrix
validated
66
Left Pop Bumper
lamp.66-left-pop-bumper
I/O Power Driver board lamp matrix
validated
67
Right Pop Bumper
lamp.67-right-pop-bumper
I/O Power Driver board lamp matrix
validated
68
Not Used
lamp.68-not-used
I/O Power Driver board lamp matrix
validated
69
Ramp Billboard 1 Top
lamp.69-ramp-billboard-1-top
I/O Power Driver board lamp matrix
validated
70
Ramp Billboard 2
lamp.70-ramp-billboard-2
I/O Power Driver board lamp matrix
validated
71
Ramp Billboard 3
lamp.71-ramp-billboard-3
I/O Power Driver board lamp matrix
validated
72
Ramp Billboard 4 Bottom
lamp.72-ramp-billboard-4-bottom
I/O Power Driver board lamp matrix
validated
73
Not Used
lamp.73-not-used
I/O Power Driver board lamp matrix
validated
74
Not Used
lamp.74-not-used
I/O Power Driver board lamp matrix
validated
75
Not Used
lamp.75-not-used
I/O Power Driver board lamp matrix
validated
76
Left Loop Multiplier
lamp.76-left-loop-multiplier
I/O Power Driver board lamp matrix
validated
77
Joker Multiplier
lamp.77-joker-multiplier
I/O Power Driver board lamp matrix
validated
78
Center Ramp Multiplier
lamp.78-center-ramp-multiplier
I/O Power Driver board lamp matrix
validated
79
Scarecrow VUK Multiplier
lamp.79-scarecrow-vuk-multiplier
I/O Power Driver board lamp matrix
validated
80
Right Loop Multiplier
lamp.80-right-loop-multiplier
I/O Power Driver board lamp matrix
validated
81
Unused crane-board compatibility lamp 81
lamp.81-unused-crane-board-compatibility
validated
82
Unused crane-board compatibility lamp 82
lamp.82-unused-crane-board-compatibility
validated
83
Unused crane-board compatibility lamp 83
lamp.83-unused-crane-board-compatibility
validated
84
Unused crane-board compatibility lamp 84
lamp.84-unused-crane-board-compatibility
validated
85
Unused crane-board compatibility lamp 85
lamp.85-unused-crane-board-compatibility
validated
86
Scarecrow crane board red LED
lamp.86-scarecrow-crane-board-red-led
Scarecrow crane opto/LED board 520-5290-00
validated
87
Scarecrow crane board white LED 1
lamp.87-scarecrow-crane-board-white-led-1
Scarecrow crane opto/LED board 520-5290-00
validated
88
Scarecrow crane board white LED 2
lamp.88-scarecrow-crane-board-white-led-2
Scarecrow crane opto/LED board 520-5290-00
validated

General illumination

1
1 shown
# Name Device ID Evidence
0
General illumination master
gi.master validated

Virtual & other outputs

17
17 shown
# Name Device ID Evidence
33
PinMAME SAM game-on state
virtual.game-on validated
51
Unused SAM auxiliary compatibility address 51
virtual.aux-51 validated
52
Unused SAM auxiliary compatibility address 52
virtual.aux-52 validated
53
Unused SAM auxiliary compatibility address 53
virtual.aux-53 validated
54
Unused SAM auxiliary compatibility address 54
virtual.aux-54 validated
55
Unused SAM auxiliary compatibility address 55
virtual.aux-55 validated
56
Unused SAM auxiliary compatibility address 56
virtual.aux-56 validated
57
Unused SAM auxiliary compatibility address 57
virtual.aux-57 validated
58
Unused SAM auxiliary compatibility address 58
virtual.aux-58 validated
59
Unused SAM auxiliary compatibility address 59
virtual.aux-59 validated
60
Unused SAM auxiliary compatibility address 60
virtual.aux-60 validated
61
Unused SAM auxiliary compatibility address 61
virtual.aux-61 validated
62
Unused SAM auxiliary compatibility address 62
virtual.aux-62 validated
63
Unused SAM auxiliary compatibility address 63
virtual.aux-63 validated
64
Unused SAM auxiliary compatibility address 64
virtual.aux-64 validated
65
Unused SAM auxiliary compatibility address 65
virtual.aux-65 validated
66
Unused SAM auxiliary compatibility address 66
virtual.aux-66 validated

Configuration & other inputs

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

Mechanisms

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

Manual shooter with auto launch

mechanism.auto-launch

Kicker

The player can plunge a ball at switch 58 manually or Q2 can fire the auto-launch assembly.

Single Joker lockup

mechanism.joker-lock

Kicker

Switch 27 retains one ball and Q4 ejects it. The Home product has no motorized Joker reveal and no active Joker drop target.

Six-position Scarecrow crane

mechanism.scarecrow-crane

Rotary

Q31 drives the retained one-direction crane through relay Q28. Home V3.00 position sensors are 10/away, 11, 12, 13, 14, and 15/home; D16/public 85 is the ball-hit leaf and lamp addresses 86-88 are its board LEDs. The Pro script is only a comparative implementation reference for the retained board and six-position pattern; use the Home ROM's crane test for direction and endpoint calibration and do not copy Pro switch numbers.

Fixed Batmobile return ramp

mechanism.fixed-batmobile-ramp

Other

The Home product has a fixed Batmobile ramp with exit switch 24 and lighting on Q26/Q32. It has no Q13 pivoting bridge, Q14 gate, ball-capture switch 64, or linked moving Batmobile crash transaction from the Pro machine.

Optional shaker motor

mechanism.shaker

Motorized

Q8 drives the optional 16 VAC shaker; absence is a valid configuration.

Routes, lanes, spinners, and fixed targets

mechanism.routes-and-targets

Other

Build every named lane, loop, ramp, spinner, standup, skill-shot, and lower-lane contact at the Home V3.00 address. The product has no upper mini-playfield, no Joker reveal motor/relay/position bank, and no Joker active drop target.

Recreation notes

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

Coverage
partial — normalized spatial placements pending.
Previously validated non-spatial scope
complete V3.00 public I/O inventory, physical product differences, retained crane, transport corrections, and recreation behavior validated

Identity and evidence precedence

This is the distinct 2010 Standard/Home/Costco product, IPDB 5583, covered only by bdk_300. PinMAME makes it a clone of bdk_294 for software lineage, but its playfield and address map are materially different. Exact V3.00 ROM switch/lamp/coil diagnostics are machine-specific ground truth. The held matrix sweep validates switch addresses, semantics, and unused holes, not contact duration; pulse/sustained behavior is a functional inference from each named device class and the proven Pro analogue where one exists. IPDB photos govern visible product identity. The official Pro manual supplies only shared SAM connector topology and retained crane-board context; it must not add omitted Pro mechanisms. The known-working Pro script is used only as a clearly labeled comparative reference for the retained six-position crane pattern.

Exact-edition VPX search and spatial blocker

The ordered exact-edition table/manual search is recorded in external:pinmame-review-artifacts/stern/batman-the-dark-knight-standard-home-edition-2010/source-gap-report.md. L:\Visual Pinball\Tables and L:\Visual Pinball\Tables Archive contain Batman Dark Knight tables labeled Stern 2008/bdk_294, not the Standard/Home product. Authenticated searches as freezy found only VPUniverse file ID 5043, the exact bdk_300 ROM package, and no matching VPForums download, not an exact Home VPX table. Stern's manual index, IPDB 5583, and an exact-edition Internet Archive search yielded no Standard/Home manual. No additional download was necessary or acquired. The retained bdk_294 script therefore remains semantic/comparative evidence only; it cannot provide Home geometry. Do not promote this definition until an exact physical Home VPX or an equivalent exact-edition coordinate review is acquired.

Balls, trough, shooter, and ejects

The Home product has three balls on trough switches 53-55, jam switch 56, and shooter switch 58. Q1 releases the rightmost ball and Q2 auto-launches it. Top-right eject is switch 33/Q3. The Scarecrow VUK is switch 6/Q6 with exit 25. The single Joker lock is switch 27/Q4. These addresses replace the Pro ball path; never initialize or construct a Pro trough at 18-22.

Retained Scarecrow crane

The Home crane still uses Q31 motor through relay Q28, D16/public 85 for the ball hit, and board LEDs 86-88. Its position sensors are 10 away, 11, 12, 13, 14, and 15 home. This sequence is exact V3.00 ROM evidence and differs from Pro 56-61. D16 lies outside the 1-64 matrix sweep; its Home identity is supported by PinMAME's shared SAM_GAME_3LEDS_BSTB configuration, the retained physical crane/IPDB review, the official crane-board manual, and the proven Pro hit-input behavior. Use the Home ROM's crane test to establish direction and tune endpoint windows. The Pro script confirms the retained board's one-direction six-position design only; its 110 ms timing and Pro address ranges are not automatically Home calibration values.

Simplified playfield and negative knowledge

The Batmobile path is fixed and reports ramp exit 24. Q26 is an orange-fed Batmobile flasher and Q32 the crash flasher; Q13/Q14 are unused, so there is no pivoting bridge or controlled gate. The product has no upper mini-playfield, no Joker reveal motor/relay/position bank, and no active Joker drop target. Q5, Q7, Q12-Q14, Q20, and Q30 are explicitly unused. Build the fixed ramp, three top lanes, both loops, two spinners, VUK, two eject/lock devices, targets, lower lanes, pops, slings, and flippers exactly at the Home addresses rather than removing Pro toys visually while retaining their I/O.

Lamps and the pinned PinMAME transport correction

The exact ROM Single Lamp Test defines lamps 1-80; only 47, 68, and 73-75 are Not Used. Real lamp 30 is Harvey Dent and real lamp 46 is Crane Position 3. Pinned PinMAME revision 4ec52ff applies the Pro model's CORE_MODOUT_NONE settings to both, suppressing their physical/PWM ChangedLamps callbacks, while unused Home address 47 remains transport-active. A LibPinMAME consumer must restore a non-NONE lamp output type at the same addresses 30 and 46 after bdk_300 starts and must ignore 47; never remap 30/46 or treat 47 as Crane Position 3. This is a resolved emulator-metadata defect, not a physical ambiguity. The Home ROM also uses crane-board LEDs 86-88 and aggregate GI 0.

Flippers and game-on state

Flippers are Q15/Q16 with public button/EOS pairs 84/83 and 82/81; both EOS contacts are normally closed. The pinned PinMAME fast-flip table contains bdk_294 but no bdk_300, and the exact Home boot/start trace produces no synthetic solenoid 33 event. Consume Q15/Q16 directly and do not invent a Q33 transistor. A future verified fast-flip address would be an emulator improvement, not a change to physical machine construction.

Author construction checklist

  • Build the three-ball path, manual/auto shooter, top eject, single Joker lock, Scarecrow VUK, six-position crane, fixed Batmobile ramp, flippers, pops, slings, routes, targets, complete Home lamps/GI, and DMD.
  • Initialize trough 53-55 and crane home 15; preserve jam/shooter occupancy, crane positions/hit input, normally-closed EOS state, ball locks, and eject causality.
  • Bind every matrix/dedicated/DIP input, Q1-Q32 including all explicit unused holes, unavailable synthetic 33, unused 51-66, lamps 1-88 with the 30/46 output-type correction, GI 0, and the 128x32 DMD.
  • Do not add the Pro's Joker reveal/drop, pivoting Batmobile bridge/gate, upper mini-playfield, four-ball trough, or Pro switch/output addresses.

Sources

  • rom.stern-batman-the-dark-knight-home.bdk-300: exact V3.00 archive SHA-256 4d34254e60422503a203206e2a50970a2becdb20941f008da159927ed8292612, retained under vpinmame/roms; ROM bytes remain external.
  • runtime.batman-the-dark-knight-home.switch-diagnostic: complete held matrix trace SHA-256 028db927129a01aeb2226081b21c63203b0f6fc547187e7b487113538f16a7d1.
  • runtime.batman-the-dark-knight-home.lamp-diagnostic: exact lamp selector trace SHA-256 cb5eedfa59f79658cd91f68104c8062dd329cbe9cc582d504b822c16584f50f6.
  • runtime.batman-the-dark-knight-home.coil-diagnostic: exact Q selector trace SHA-256 fb2850475661a0e3470e7dbeb2d5d1ff852db86e421a625204fa1b0640a4c52e.
  • runtime.batman-the-dark-knight-home.boot-start: corrected three-ball boot/start trace SHA-256 1e53a038cdf49bfea8524d938a56560dc36eba03d6ef45c3d18e75629d675029.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
bdk_300Batman: The Dark Knight Home Edition/Costco (V3.00)
V3.00 is the distinct Standard/Home/Costco physical product. It must never inherit the Pro playfield despite PinMAME's clone edge to bdk_294.
2010bdk_294identical

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.

  • Operator manual

    manual.stern-batman-the-dark-knight.2008

    Official 207-page operation and parts manual. PDF pages 6, 8, and 10 are the complete Pro switch, lamp, and Q1-Q32 grids; pages 85-96 document the two Scarecrow crane assembly variants; the game-specific diagnostics describe Joker and crane motor tests. For the Home definition it is used only for the shared SAM connector topology and retained crane-board context, never for Home semantic addresses or omitted Pro mechanisms.

    by
    Stern Pinball, Inc.
    sha256
    c09621893c43…
  • PinMAME source

    BSD-3-Clause

    pinmame.core.4ec52ff0ac13

    src/wpc/sam.c Batman INITGAME/driver family, SAM_GAME_3LEDS_BSTB, public switch translation, 128x32 DMD, bdk_294 fast-flip mapping, missing bdk_300 fast-flip mapping, and prefix-wide output typing that incorrectly applies Pro unused lamps 30/46 to Home V3.00.

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • PinMAME catalog

    BSD-3-Clause

    pinmame.catalog.4ec52ff0ac13

    PinmameGetGames bdk_ driver records and clone graph; source comments identify bdk_294 as Pro and bdk_300 as Standard/Home/Costco.

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • VPX script

    vpx.batman-the-dark-knight-pro-1.16

    Known-working exact bdk_294 script. Lines 166-206 establish four-ball initial state and Joker/crane cvpmMech configuration; lines 239-883 establish ball devices, Batmobile bridge/crash causality, targets, routes, and pulse/sustained switch behavior. It is semantic ground truth for Pro. Home uses it only as an explicitly comparative reference for the retained six-position crane pattern.

    github.comlines 166-206
    by
    Table authors credited in the script; vpx-standalone-scripts contributors
    rev
    15d112648a1b
    sha256
    1c6bc48c74e7…
  • ROM analysis

    rom.stern-batman-the-dark-knight-home.bdk-300

    User-authorized archive retained in vpinmame/roms. bdk_300.bin SHA-256 9c4ed3794650496b5d686fdf4e25aedb1b602162da464547d0e76cf0f7b0eab9; ROM-native service diagnostics are the machine-specific semantic source.

    external:vpinmame-roms/bdk_300.zip
    by
    Stern Pinball game code; ROM bytes remain external
    rev
    V3.00
    sha256
    4d34254e6042…
  • Human review

    ipdb.batman-the-dark-knight-home.5583

    IPDB 5583 identifies a real 2010 Stern Standard Model physical pinball machine with S.A.M. hardware, an approximately 48-unit production run, playfield/cabinet photographs, and fewer toys/different software than the 2008 Pro; photos corroborate the simplified fixed Batmobile ramp and retained Scarecrow crane without supplying controller addresses.

    by
    Internet Pinball Database
  • Human review

    review.batman-the-dark-knight-standard-home.spatial-source-gap

    Ordered exact-edition VPX/manual search ledger dated 2026-08-04. The two local table locations contain only 2008 Pro/other Batman tables; no exact Home VPX was retained. Authenticated searches as freezy found only VPUniverse file ID 5043, the exact bdk_300 ROM package, and no matching VPForums download, not an exact Home VPX. Stern's manual index, IPDB 5583, and an exact-edition Internet Archive search yielded no Standard/Home manual. No additional download was necessary or acquired. This is a source-gap record, not spatial evidence.

    external:pinmame-review-artifacts/stern/batman-the-dark-knight-standard-home-edition-2010/source-gap-report.md
    by
    Local source-reconciliation review
    sha256
    777ff0c79e0f…
  • Runtime run

    runtime.batman-the-dark-knight-home.boot-start

    Exact bdk_300 boot/start run initialized with crane home 15 and trough 53-55, six coins, and start 35. It reaches Free Play/game score, observes 128x32x4 DMD and GI 0, and emits no synthetic game-on 33 callback.

    external:pinmame-game-code/bdk_300/harness/boot-start-v3/run.json
    by
    Generated locally with LibPinMAME from the user-authorized ROM corpus; ROM bytes remain external
    rev
    4ec52ff0ac13
    sha256
    1e53a038cdf4…
  • Service diagnostic

    runtime.batman-the-dark-knight-home.switch-diagnostic

    Exact V3.00 ROM Switch Test sweep captured while each matrix address 1-64 was held. It had no synthetic initial playfield switches, so every displayed label and unused hole is independently attributable; it does not establish factory contact part numbers.

    external:pinmame-game-code/bdk_300/harness/switch-matrix-held-v3/run.json
    by
    Generated locally with LibPinMAME from the user-authorized ROM corpus; ROM bytes remain external
    rev
    4ec52ff0ac13
    sha256
    028db927129a…
  • Service diagnostic

    runtime.batman-the-dark-knight-home.lamp-diagnostic

    Exact V3.00 ROM Single Lamp Test enumerates 1-80 and labels 47/68/73-75 Not Used. It proves real Home lamps 30 Harvey Dent and 46 Crane Position 3 while the physical/PWM callback omits both due to inherited Pro CORE_MODOUT_NONE metadata; callback 47 remains transport-active despite its ROM Not Used label.

    external:pinmame-game-code/bdk_300/harness/lamp-diagnostic-v2/run.json
    by
    Generated locally with LibPinMAME from the user-authorized ROM corpus; ROM bytes remain external
    rev
    4ec52ff0ac13
    sha256
    cb5eedfa59f7…
  • Service diagnostic

    runtime.batman-the-dark-knight-home.coil-diagnostic

    Exact V3.00 ROM Single Coil Test validates populated Q labels, skips Q5/Q7/Q12-Q14/Q20/Q30, and displays high-side/control wire colors. It proves Home Q26 is an ORANGE-fed Batmobile flasher, not the Pro's BROWN-fed Joker motor.

    external:pinmame-game-code/bdk_300/harness/coil-diagnostic-v2/run.json
    by
    Generated locally with LibPinMAME from the user-authorized ROM corpus; ROM bytes remain external
    rev
    4ec52ff0ac13
    sha256
    fb2850475661…

Something wrong or missing?

This definition still has 1 unmet requirement, 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.

Other editions

Batman: The Dark Knight shipped in 2 editions with different playfields. Compare what each one actually has before building against this definition.

All 2 editions of Batman: The Dark Knight, side by side

Same platform