Iron Man Pro Vault Edition

Author ready

Stern2014SAMstern.iron-man-vault-edition.2014 1 of 2 editions

Wire it up

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Bind this ROM
im_186ve

3 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
1–66 (49)
Lamps
1–80 (80)
GI
0–0 (1)
DIP
1–8 (8)

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

Ball positions at start
10War Machine opto18Trough 4 left19Trough 320Trough 221Trough 1 right22Trough jam opto23Shooter 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.eos15cabinet.tournament-start16cabinet.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.

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

182 placements · 15 stacked · normalised player view · outline is nominal

71 Iron Monger motor down · 3 Iron Monger motor up · 5 Iron Monger legs · 19 Iron Monger motor · 28 Iron Monger chest flash x3 · 28 Iron Monger chest flash x3 · 28 Iron Monger chest flash x34 Iron Monger left shoulder6 Iron Monger right shoulder7 Left orbit rollover9 Right orbit rollover310 War Machine opto · 5 War Machine kick back · 27 War Machine flash x311 Left orbit spinner12 Left ramp entrance213 Center lane spinner · 9 Center-lane arrow14 Right orbit spinner18 Trough 4 left19 Trough 320 Trough 2221 Trough 1 right · 1 Trough up-kicker22 Trough jam opto23 Shooter lane24 Left outlane25 Left return lane226 Left slingshot · 17 Left slingshot227 Right slingshot · 18 Right slingshot28 Right return lane29 Right outlane330 Top-left pop bumper · 9 Top-left pop bumper · 60 Top-left pop bumper331 Top-right pop bumper · 10 Top-right pop bumper · 61 Top-right pop bumper332 Bottom pop bumper · 11 Bottom pop bumper · 62 Bottom pop bumper33 Iron Man target 4 top34 Iron Man target 335 Iron Man target 236 Iron Man target 137 Right ramp exit238 Top lane left · 26 Right-ramp top flash39 Top lane right40 Iron Man target 5 top41 Iron Man target 642 Iron Man target 743 Right ramp entrance44 Ground drone target45 Air drone target46 Tactical drone target47 Whiplash target left48 Whiplash target right49 Left ramp exit50 Sea drone target283 Left flipper end-of-stroke · 15 Left flipper281 Right flipper end-of-stroke · 16 Right flipper2 Auto launch3 Iron Monger magnet4 Whiplash magnet6 Orbit up-post12 Center-lane up-post20 Pop-bumper-area flash21 Left-ramp top flash222 War Machine front flash x2 · 22 War Machine front flash x223 Iron Monger center-lane flash25 Iron Monger flash x225 Iron Monger flash x227 War Machine flash x327 War Machine flash x329 Whiplash flash x229 Whiplash flash x230 Mark VI flash x230 Mark VI flash x2231 Left-ramp bottom flash x2 · 0 General illumination master231 Left-ramp bottom flash x2 · 0 General illumination master32 Right-ramp bottom flash3 Shoot Again4 Left outlane5 Left return lane6 Right return lane7 Right outlane8 Extra Ball10 Center-lane Iron Monger11 Center-lane pop bumper12 Tactical drone13 Air drone14 Left-ramp arrow15 Left-orbit Iron Monger16 Left-orbit pop bumper17 Iron Man target 4 top18 Iron Man target 319 Iron Man target 220 Iron Man target 1 bottom21 War Machine22 Left ramp 400K23 Left ramp 300K24 Left ramp 200K25 Left ramp 100K26 Right-ramp arrow27 Shield28 MONGER R29 MONGER E30 MONGER G31 MONGER N32 MONGER O33 MONGER M34 Right-loop arrow35 Right-orbit Iron Monger36 Iron Man target 5 top37 Iron Man target 638 Iron Man target 739 Right ramp 400K40 Right ramp 300K41 Right ramp 200K42 Right ramp 100K43 Ground drone44 Iron Man wizard mode45 War Machine wizard mode46 Iron Monger wizard mode47 Whiplash wizard mode48 Drones wizard mode49 Mark V50 Mark IV51 Mark III52 Mark II53 Mark I54 Left-loop arrow55 Mark VI55 Mark VI56 Special57 Top lane left58 Top lane right59 Sea drones63 Right-orbit pop-bumper light0 General illumination master0 General illumination master0 General illumination master0 General illumination master0 General illumination master0 General illumination master0 General illumination master0 General illumination master0 General illumination master0 General illumination master0 General illumination master0 General illumination master0 General illumination master0 General illumination master0 General illumination master0 General illumination master0 General illumination master0 General illumination master0 General illumination master0 General illumination master0 General illumination master0 General illumination master0 General illumination master0 General illumination master0 General illumination master0 General illumination master0 General illumination master0 General illumination master0 General illumination master0 General illumination master0 General illumination master0 General illumination master0 General illumination master0 General illumination master0 General illumination master

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 playfield120
  • sensorsenses the ball47
  • effectmoves the ball15
  • nStackseveral devices in one spot15
136 devices shown

Not on the playfield43 unused, 19 cabinet or service, 17 virtual, 8 dip switch, 3 internal nonvisual — 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
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
Iron Monger motor down
Microswitch
switch.1-iron-monger-motor-down
position.down
J1-P1GRN-BRN
J6-P9WHT-BRN
CPU/Sound board
validated
2
Unused matrix switch 2
switch.2-unused-matrix-switch-2
J1-P1GRN-BRN
J6-P8WHT-RED
CPU/Sound board
validated
3
Iron Monger motor up
Microswitch
switch.3-iron-monger-motor-up
position.up
J1-P1GRN-BRN
J6-P7WHT-ORG
CPU/Sound board
validated
4
Iron Monger left shoulder
Microswitch
switch.4-iron-monger-left-shoulder
J1-P1GRN-BRN
J6-P6WHT-YEL
CPU/Sound board
validated
5
Iron Monger legs
Microswitch
switch.5-iron-monger-legs
J1-P1GRN-BRN
J6-P5WHT-GRN
CPU/Sound board
validated
6
Iron Monger right shoulder
Microswitch
switch.6-iron-monger-right-shoulder
J1-P1GRN-BRN
J6-P3WHT-BLU
CPU/Sound board
validated
7
Left orbit rollover
Leaf
switch.7-left-orbit-rollover
J1-P1GRN-BRN
J6-P2WHT-VIO
CPU/Sound board
validated
8
Unused matrix switch 8
switch.8-unused-matrix-switch-8
J1-P1GRN-BRN
J6-P1WHT-GRY
CPU/Sound board
validated
9
Right orbit rollover
Leaf
switch.9-right-orbit-rollover
J1-P1GRN-BRN
J12-P9TAN-BLK
CPU/Sound board
validated
10
War Machine opto
Opto
switch.10-war-machine-opto
ball.position
J1-P1GRN-BRN
J12-P8TAN-RED
CPU/Sound board
validated
11
Left orbit spinner
Other
switch.11-left-orbit-spinner
J1-P1GRN-BRN
J12-P7TAN-ORG
CPU/Sound board
validated
12
Left ramp entrance
Microswitch
switch.12-left-ramp-entrance
J1-P1GRN-BRN
J12-P6TAN-YEL
CPU/Sound board
validated
13
Center lane spinner
Other
switch.13-center-lane-spinner
J1-P1GRN-BRN
J12-P4TAN-GRN
CPU/Sound board
validated
14
Right orbit spinner
Other
switch.14-right-orbit-spinner
J1-P1GRN-BRN
J12-P3TAN-BLU
CPU/Sound board
validated
15
Tournament start
Button
switch.15-tournament-start
cabinet.tournament-start
J1-P1GRN-BRN
J12-P2TAN-VIO
CPU/Sound board
validated
16
Start button
Button
switch.16-start-button
cabinet.start
J1-P1GRN-BRN
J12-P1TAN-WHT
CPU/Sound board
validated
17
Unused matrix switch 17
switch.17-unused-matrix-switch-17
J1-P3GRN-RED
J6-P9WHT-BRN
CPU/Sound board
validated
18
Trough 4 left
Microswitch
switch.18-trough-4-left
ball.position
J1-P3GRN-RED
J6-P8WHT-RED
CPU/Sound board
validated
19
Trough 3
Microswitch
switch.19-trough-3
ball.position
J1-P3GRN-RED
J6-P7WHT-ORG
CPU/Sound board
validated
20
Trough 2
Microswitch
switch.20-trough-2
ball.position
J1-P3GRN-RED
J6-P6WHT-YEL
CPU/Sound board
validated
21
Trough 1 right
Opto
switch.21-trough-1-right
ball.position
J1-P3GRN-RED
J6-P5WHT-GRN
CPU/Sound board
validated
22
Trough jam opto
Opto
switch.22-trough-jam-opto
ball.position
J1-P3GRN-RED
J6-P3WHT-BLU
CPU/Sound board
validated
23
Shooter lane
Microswitch
switch.23-shooter-lane
ball.position
J1-P3GRN-RED
J6-P2WHT-VIO
CPU/Sound board
validated
24
Left outlane
Leaf
switch.24-left-outlane
J1-P3GRN-RED
J6-P1WHT-GRY
CPU/Sound board
validated
25
Left return lane
Leaf
switch.25-left-return-lane
J1-P3GRN-RED
J12-P9TAN-BLK
CPU/Sound board
validated
26
Left slingshot
Leaf
switch.26-left-slingshot
J1-P3GRN-RED
J12-P8TAN-RED
CPU/Sound board
validated
27
Right slingshot
Leaf
switch.27-right-slingshot
J1-P3GRN-RED
J12-P7TAN-ORG
CPU/Sound board
validated
28
Right return lane
Leaf
switch.28-right-return-lane
J1-P3GRN-RED
J12-P6TAN-YEL
CPU/Sound board
validated
29
Right outlane
Leaf
switch.29-right-outlane
J1-P3GRN-RED
J12-P4TAN-GRN
CPU/Sound board
validated
30
Top-left pop bumper
Leaf
switch.30-top-left-pop-bumper
J1-P3GRN-RED
J12-P3TAN-BLU
CPU/Sound board
validated
31
Top-right pop bumper
Leaf
switch.31-top-right-pop-bumper
J1-P3GRN-RED
J12-P2TAN-VIO
CPU/Sound board
validated
32
Bottom pop bumper
Leaf
switch.32-bottom-pop-bumper
J1-P3GRN-RED
J12-P1TAN-WHT
CPU/Sound board
validated
33
Iron Man target 4 top
Microswitch
switch.33-iron-man-target-4-top
J1-P4GRN-ORG
J6-P9WHT-BRN
CPU/Sound board
validated
34
Iron Man target 3
Microswitch
switch.34-iron-man-target-3
J1-P4GRN-ORG
J6-P8WHT-RED
CPU/Sound board
validated
35
Iron Man target 2
Microswitch
switch.35-iron-man-target-2
J1-P4GRN-ORG
J6-P7WHT-ORG
CPU/Sound board
validated
36
Iron Man target 1
Microswitch
switch.36-iron-man-target-1
J1-P4GRN-ORG
J6-P6WHT-YEL
CPU/Sound board
validated
37
Right ramp exit
Microswitch
switch.37-right-ramp-exit
J1-P4GRN-ORG
J6-P5WHT-GRN
CPU/Sound board
validated
38
Top lane left
Leaf
switch.38-top-lane-left
J1-P4GRN-ORG
J6-P3WHT-BLU
CPU/Sound board
validated
39
Top lane right
Leaf
switch.39-top-lane-right
J1-P4GRN-ORG
J6-P2WHT-VIO
CPU/Sound board
validated
40
Iron Man target 5 top
Microswitch
switch.40-iron-man-target-5-top
J1-P4GRN-ORG
J6-P1WHT-GRY
CPU/Sound board
validated
41
Iron Man target 6
Microswitch
switch.41-iron-man-target-6
J1-P4GRN-ORG
J12-P9TAN-BLK
CPU/Sound board
validated
42
Iron Man target 7
Microswitch
switch.42-iron-man-target-7
J1-P4GRN-ORG
J12-P8TAN-RED
CPU/Sound board
validated
43
Right ramp entrance
Microswitch
switch.43-right-ramp-entrance
J1-P4GRN-ORG
J12-P7TAN-ORG
CPU/Sound board
validated
44
Ground drone target
Microswitch
switch.44-ground-drone-target
J1-P4GRN-ORG
J12-P6TAN-YEL
CPU/Sound board
validated
45
Air drone target
Microswitch
switch.45-air-drone-target
J1-P4GRN-ORG
J12-P4TAN-GRN
CPU/Sound board
validated
46
Tactical drone target
Microswitch
switch.46-tactical-drone-target
J1-P4GRN-ORG
J12-P3TAN-BLU
CPU/Sound board
validated
47
Whiplash target left
Microswitch
switch.47-whiplash-target-left
J1-P4GRN-ORG
J12-P2TAN-VIO
CPU/Sound board
validated
48
Whiplash target right
Microswitch
switch.48-whiplash-target-right
J1-P4GRN-ORG
J12-P1TAN-WHT
CPU/Sound board
validated
49
Left ramp exit
Microswitch
switch.49-left-ramp-exit
J1-P5GRN-YEL
J6-P9WHT-BRN
CPU/Sound board
validated
50
Sea drone target
Microswitch
switch.50-sea-drone-target
J1-P5GRN-YEL
J6-P8WHT-RED
CPU/Sound board
validated
51
Unused matrix switch 51
switch.51-unused-matrix-switch-51
J1-P5GRN-YEL
J6-P7WHT-ORG
CPU/Sound board
validated
52
Unused matrix switch 52
switch.52-unused-matrix-switch-52
J1-P5GRN-YEL
J6-P6WHT-YEL
CPU/Sound board
validated
53
Unused matrix switch 53
switch.53-unused-matrix-switch-53
J1-P5GRN-YEL
J6-P5WHT-GRN
CPU/Sound board
validated
54
Unused matrix switch 54
switch.54-unused-matrix-switch-54
J1-P5GRN-YEL
J6-P3WHT-BLU
CPU/Sound board
validated
55
Unused matrix switch 55
switch.55-unused-matrix-switch-55
J1-P5GRN-YEL
J6-P2WHT-VIO
CPU/Sound board
validated
56
Unused matrix switch 56
switch.56-unused-matrix-switch-56
J1-P5GRN-YEL
J6-P1WHT-GRY
CPU/Sound board
validated
57
Unused matrix switch 57
switch.57-unused-matrix-switch-57
J1-P5GRN-YEL
J12-P9TAN-BLK
CPU/Sound board
validated
58
Unused matrix switch 58
switch.58-unused-matrix-switch-58
J1-P5GRN-YEL
J12-P8TAN-RED
CPU/Sound board
validated
59
Unused matrix switch 59
switch.59-unused-matrix-switch-59
J1-P5GRN-YEL
J12-P7TAN-ORG
CPU/Sound board
validated
60
Unused matrix switch 60
switch.60-unused-matrix-switch-60
J1-P5GRN-YEL
J12-P6TAN-YEL
CPU/Sound board
validated
61
Unused matrix switch 61
switch.61-unused-matrix-switch-61
J1-P5GRN-YEL
J12-P4TAN-GRN
CPU/Sound board
validated
62
Unused matrix switch 62
switch.62-unused-matrix-switch-62
J1-P5GRN-YEL
J12-P3TAN-BLU
CPU/Sound board
validated
63
Unused matrix switch 63
switch.63-unused-matrix-switch-63
J1-P5GRN-YEL
J12-P2TAN-VIO
CPU/Sound board
validated
64
Unused matrix switch 64
switch.64-unused-matrix-switch-64
J1-P5GRN-YEL
J12-P1TAN-WHT
CPU/Sound board
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 Home switch
switch.d7-unused-home-switch
J2-P9PNK-VIO
J2-P1/11BLK
CPU/Sound board dedicated-switch input
validated
72
Unused Away switch
switch.d8-unused-away-switch
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
Unused dedicated switch D16
switch.d16-unused-dedicated-switch-d16
J3-P9GRY-BLK
J3-P10BLK
CPU/Sound board dedicated-switch input
validated
86
Unused dedicated switch D15
switch.d15-unused-dedicated-switch-d15
J3-P8GRY-VIO
J3-P10BLK
CPU/Sound board dedicated-switch input
validated
87
Unused dedicated switch D14
switch.d14-unused-dedicated-switch-d14
J3-P7GRY-BLU
J3-P10BLK
CPU/Sound board dedicated-switch input
validated
88
Unused dedicated switch D13
switch.d13-unused-dedicated-switch-d13
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

20
20 shown
# Name Device ID Kind Role 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
Iron Monger magnet
device.3-iron-monger-magnet Magnet
Q3BRN-ORG
I/O Power Driver board
validated
4
Whiplash magnet
device.4-whiplash-magnet Magnet
Q4BRN-YEL
I/O Power Driver board
validated
5
War Machine kick back
device.5-war-machine-kick-back Coil
Q5BRN-GRN
I/O Power Driver board
validated
6
Orbit up-post
device.6-orbit-up-post 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
cabinet.shaker
Q8BRN-GRY
I/O Power Driver board
validated
9
Top-left pop bumper
device.9-top-left-pop-bumper Coil
Q9BLU-BRN
I/O Power Driver board
validated
10
Top-right pop bumper
device.10-top-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
Center-lane up-post
device.12-center-lane-up-post 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
19
Iron Monger motor
device.19-iron-monger-motor Motor
Q19VIO-ORG
I/O Power Driver board
validated
24
Optional coin meter or 5 V deviceopt
device.24-optional-coin-meter-or-5-v-device Coil
cabinet.coin-meter
Q24VIO-GRY
I/O Power Driver board
validated

Flashers

12
12 shown
# Name Device ID Wiring Evidence
20
Pop-bumper-area flash
device.20-pop-bumper-area-flash
Q20VIO-YEL
I/O Power Driver board
validated
21
Left-ramp top flash
device.21-left-ramp-top-flash
Q21VIO-GRN
I/O Power Driver board
validated
22
War Machine front flash x2
device.22-war-machine-front-flash-x2
Q22VIO-BLU
I/O Power Driver board
validated
23
Iron Monger center-lane flash
device.23-iron-monger-center-lane-flash
Q23VIO-BLK
I/O Power Driver board
validated
25
Iron Monger flash x2
device.25-iron-monger-flash-x2
Q25BLK-BRN
I/O Power Driver board
validated
26
Right-ramp top flash
device.26-right-ramp-top-flash
Q26BLK-RED
I/O Power Driver board
validated
27
War Machine flash x3
device.27-war-machine-flash-x3
Q27BLK-ORG
I/O Power Driver board
validated
28
Iron Monger chest flash x3
device.28-iron-monger-chest-flash-x3
Q28BLK-YEL
I/O Power Driver board
validated
29
Whiplash flash x2
device.29-whiplash-flash-x2
Q29BLK-GRN
I/O Power Driver board
validated
30
Mark VI flash x2
device.30-mark-vi-flash-x2
Q30BLK-BLU
I/O Power Driver board
validated
31
Left-ramp bottom flash x2
device.31-left-ramp-bottom-flash-x2
Q31BLK-VIO
I/O Power Driver board
validated
32
Right-ramp bottom flash
device.32-right-ramp-bottom-flash
Q32BLK-GRY
I/O Power Driver board
validated

Lamps

80

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
Hover or tap an address to identify it.
80 shown
# Name Device ID Role Wiring Evidence
1
Start button
lamp.1-start-button
cabinet.start
I/O Power Driver board lamp matrix
validated
2
Tournament start button
lamp.2-tournament-start-button
cabinet.tournament
I/O Power Driver board lamp matrix
validated
3
Shoot Again
lamp.3-shoot-again
I/O Power Driver board lamp matrix
validated
4
Left outlane
lamp.4-left-outlane
I/O Power Driver board lamp matrix
validated
5
Left return lane
lamp.5-left-return-lane
I/O Power Driver board lamp matrix
validated
6
Right return lane
lamp.6-right-return-lane
I/O Power Driver board lamp matrix
validated
7
Right outlane
lamp.7-right-outlane
I/O Power Driver board lamp matrix
validated
8
Extra Ball
lamp.8-extra-ball
I/O Power Driver board lamp matrix
validated
9
Center-lane arrow
lamp.9-center-lane-arrow
I/O Power Driver board lamp matrix
validated
10
Center-lane Iron Monger
lamp.10-center-lane-iron-monger
I/O Power Driver board lamp matrix
validated
11
Center-lane pop bumper
lamp.11-center-lane-pop-bumper
I/O Power Driver board lamp matrix
validated
12
Tactical drone
lamp.12-tactical-drone
I/O Power Driver board lamp matrix
validated
13
Air drone
lamp.13-air-drone
I/O Power Driver board lamp matrix
validated
14
Left-ramp arrow
lamp.14-left-ramp-arrow
I/O Power Driver board lamp matrix
validated
15
Left-orbit Iron Monger
lamp.15-left-orbit-iron-monger
I/O Power Driver board lamp matrix
validated
16
Left-orbit pop bumper
lamp.16-left-orbit-pop-bumper
I/O Power Driver board lamp matrix
validated
17
Iron Man target 4 top
lamp.17-iron-man-target-4-top
I/O Power Driver board lamp matrix
validated
18
Iron Man target 3
lamp.18-iron-man-target-3
I/O Power Driver board lamp matrix
validated
19
Iron Man target 2
lamp.19-iron-man-target-2
I/O Power Driver board lamp matrix
validated
20
Iron Man target 1 bottom
lamp.20-iron-man-target-1-bottom
I/O Power Driver board lamp matrix
validated
21
War Machine
lamp.21-war-machine
I/O Power Driver board lamp matrix
validated
22
Left ramp 400K
lamp.22-left-ramp-400k
I/O Power Driver board lamp matrix
validated
23
Left ramp 300K
lamp.23-left-ramp-300k
I/O Power Driver board lamp matrix
validated
24
Left ramp 200K
lamp.24-left-ramp-200k
I/O Power Driver board lamp matrix
validated
25
Left ramp 100K
lamp.25-left-ramp-100k
I/O Power Driver board lamp matrix
validated
26
Right-ramp arrow
lamp.26-right-ramp-arrow
I/O Power Driver board lamp matrix
validated
27
Shield
lamp.27-shield
I/O Power Driver board lamp matrix
validated
28
MONGER R
lamp.28-monger-r
I/O Power Driver board lamp matrix
validated
29
MONGER E
lamp.29-monger-e
I/O Power Driver board lamp matrix
validated
30
MONGER G
lamp.30-monger-g
I/O Power Driver board lamp matrix
validated
31
MONGER N
lamp.31-monger-n
I/O Power Driver board lamp matrix
validated
32
MONGER O
lamp.32-monger-o
I/O Power Driver board lamp matrix
validated
33
MONGER M
lamp.33-monger-m
I/O Power Driver board lamp matrix
validated
34
Right-loop arrow
lamp.34-right-loop-arrow
I/O Power Driver board lamp matrix
validated
35
Right-orbit Iron Monger
lamp.35-right-orbit-iron-monger
I/O Power Driver board lamp matrix
validated
36
Iron Man target 5 top
lamp.36-iron-man-target-5-top
I/O Power Driver board lamp matrix
validated
37
Iron Man target 6
lamp.37-iron-man-target-6
I/O Power Driver board lamp matrix
validated
38
Iron Man target 7
lamp.38-iron-man-target-7
I/O Power Driver board lamp matrix
validated
39
Right ramp 400K
lamp.39-right-ramp-400k
I/O Power Driver board lamp matrix
validated
40
Right ramp 300K
lamp.40-right-ramp-300k
I/O Power Driver board lamp matrix
validated
41
Right ramp 200K
lamp.41-right-ramp-200k
I/O Power Driver board lamp matrix
validated
42
Right ramp 100K
lamp.42-right-ramp-100k
I/O Power Driver board lamp matrix
validated
43
Ground drone
lamp.43-ground-drone
I/O Power Driver board lamp matrix
validated
44
Iron Man wizard mode
lamp.44-iron-man-wizard-mode
I/O Power Driver board lamp matrix
validated
45
War Machine wizard mode
lamp.45-war-machine-wizard-mode
I/O Power Driver board lamp matrix
validated
46
Iron Monger wizard mode
lamp.46-iron-monger-wizard-mode
I/O Power Driver board lamp matrix
validated
47
Whiplash wizard mode
lamp.47-whiplash-wizard-mode
I/O Power Driver board lamp matrix
validated
48
Drones wizard mode
lamp.48-drones-wizard-mode
I/O Power Driver board lamp matrix
validated
49
Mark V
lamp.49-mark-v
I/O Power Driver board lamp matrix
validated
50
Mark IV
lamp.50-mark-iv
I/O Power Driver board lamp matrix
validated
51
Mark III
lamp.51-mark-iii
I/O Power Driver board lamp matrix
validated
52
Mark II
lamp.52-mark-ii
I/O Power Driver board lamp matrix
validated
53
Mark I
lamp.53-mark-i
I/O Power Driver board lamp matrix
validated
54
Left-loop arrow
lamp.54-left-loop-arrow
I/O Power Driver board lamp matrix
validated
55
Mark VI
lamp.55-mark-vi
I/O Power Driver board lamp matrix
validated
56
Special
lamp.56-special
I/O Power Driver board lamp matrix
validated
57
Top lane left
lamp.57-top-lane-left
I/O Power Driver board lamp matrix
validated
58
Top lane right
lamp.58-top-lane-right
I/O Power Driver board lamp matrix
validated
59
Sea drones
lamp.59-sea-drones
I/O Power Driver board lamp matrix
validated
60
Top-left pop bumper
lamp.60-top-left-pop-bumper
I/O Power Driver board lamp matrix
validated
61
Top-right pop bumper
lamp.61-top-right-pop-bumper
I/O Power Driver board lamp matrix
validated
62
Bottom pop bumper
lamp.62-bottom-pop-bumper
I/O Power Driver board lamp matrix
validated
63
Right-orbit pop-bumper light
lamp.63-right-orbit-pop-bumper-light
I/O Power Driver board lamp matrix
validated
64
Unused lamp matrix address 64
lamp.64-unused-lamp-matrix-address-64
I/O Power Driver board lamp matrix
validated
65
Unused lamp matrix address 65
lamp.65-unused-lamp-matrix-address-65
I/O Power Driver board lamp matrix
validated
66
Unused lamp matrix address 66
lamp.66-unused-lamp-matrix-address-66
I/O Power Driver board lamp matrix
validated
67
Unused lamp matrix address 67
lamp.67-unused-lamp-matrix-address-67
I/O Power Driver board lamp matrix
validated
68
Unused lamp matrix address 68
lamp.68-unused-lamp-matrix-address-68
I/O Power Driver board lamp matrix
validated
69
Unused lamp matrix address 69
lamp.69-unused-lamp-matrix-address-69
I/O Power Driver board lamp matrix
validated
70
Unused lamp matrix address 70
lamp.70-unused-lamp-matrix-address-70
I/O Power Driver board lamp matrix
validated
71
Unused lamp matrix address 71
lamp.71-unused-lamp-matrix-address-71
I/O Power Driver board lamp matrix
validated
72
Unused lamp matrix address 72
lamp.72-unused-lamp-matrix-address-72
I/O Power Driver board lamp matrix
validated
73
Unlabeled clear matrix bulb 73
lamp.73-unlabeled-clear-matrix-bulb-73
internal.load
I/O Power Driver board lamp matrix
validated
74
Unused lamp matrix address 74
lamp.74-unused-lamp-matrix-address-74
I/O Power Driver board lamp matrix
validated
75
Unused lamp matrix address 75
lamp.75-unused-lamp-matrix-address-75
I/O Power Driver board lamp matrix
validated
76
Unused lamp matrix address 76
lamp.76-unused-lamp-matrix-address-76
I/O Power Driver board lamp matrix
validated
77
Unused lamp matrix address 77
lamp.77-unused-lamp-matrix-address-77
I/O Power Driver board lamp matrix
validated
78
Unused lamp matrix address 78
lamp.78-unused-lamp-matrix-address-78
I/O Power Driver board lamp matrix
validated
79
Unlabeled clear matrix bulb 79
lamp.79-unlabeled-clear-matrix-bulb-79
internal.load
I/O Power Driver board lamp matrix
validated
80
Unlabeled clear matrix bulb 80
lamp.80-unlabeled-clear-matrix-bulb-80
internal.load
I/O Power Driver board lamp matrix
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.

Four-ball trough

mechanism.trough

Kicker

Four balls rest on occupancy switches 18-21. Output 1 ejects the rightmost ball through jam opto 22 toward shooter switch 23. The proven table pulses switch 15 as a software-only release confirmation, but the service manual proves physical switch 15 is Tournament Start; never create a trough-release switch at 15.

Manual shooter with auto launch

mechanism.auto-launch

Kicker

A ball on shooter-lane switch 23 can be launched manually or by output 2. This 2014 product uses Stern's then-current one-piece molded auto-launcher. Controller behavior is shared.

Motorized Iron Monger lift, targets, and magnet

mechanism.iron-monger

Motorized

Each motor pulse toggles commanded lift direction. Switch 1 is fully down and switch 3 fully up; target faces 4-6 move with the toy. The proven table uses a 240-unit travel range completed over 62 update steps, moves the collision/flash geometry with the toy, and disables the three target faces while down. Output 3 applies a strong non-centering magnet force to a nearby steel ball. Keep endpoint sensing tied to actual travel, not the VPX shortcut that changes endpoint switches when travel begins. The Vault product uses the strengthened one-piece molded Iron Monger toy announced by Stern.

Whiplash magnet and target pair

mechanism.whiplash-magnet

Toy

Output 4 applies non-centering magnet force near the two fixed Whiplash targets. The magnet has no position sensor and must influence ball motion physically rather than teleporting the ball. The Vault product uses Stern's strengthened one-piece Whiplash molding.

War Machine captured-ball kick back

mechanism.war-machine

Kicker

Switch 10 is an opto in the War Machine capture. Output 5 kicks the captured ball back into play; the proven table ejects approximately toward 165 degrees with strength 55, which is a starting point for tuning rather than a controller requirement. The Vault product uses Stern's strengthened one-piece War Machine molding.

Orbit up-post

mechanism.orbit-up-post

Gate

Output 6 raises the orbit post when enabled and lowers it when disabled. There is no public endpoint sensor; model the collision post itself and use the controller state as the commanded position.

Center-lane up-post

mechanism.center-lane-up-post

Gate

Output 12 raises the center-lane post when enabled and lowers it when disabled. There is no public endpoint sensor.

Optional shaker motor

mechanism.shaker

Toy

Output 8 drives the optional 16 VAC shaker kit from RED-WHT/J17-P7. The manual's Q8 table says 50 VDC, but its transformer/I/O schematics prove the 16 VAC feed. Treat absence as a valid factory configuration.

Ramp, orbit, lane, and spinner network

mechanism.routes

Other

Left/right ramps have entrances 12/43 and exits 49/37. Orbit rollovers are 7/9, spinners 11/14, center-lane spinner 13, top lanes 38/39, and lower outlane/return pairs 24/25 and 29/28. The proven table uses Hit/UnHit handlers for every wire-form route contact and Spin handlers only for the spinners; preserve sustained lane/ramp/rollover state rather than pulsing those contacts.

Fixed Iron Man and drone target banks

mechanism.fixed-targets

Other

Seven fixed Iron Man targets occupy switches 33-36 and 40-42. Ground, Air, Tactical, and Sea drone targets are 44-46 and 50. These are static standups; the moving Iron Monger faces 4-6 and Whiplash pair 47/48 belong to their separate toy mechanisms.

Recreation notes

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

Coverage
author-ready - complete physical I/O inventory, PinMAME bindings, wiring, custom mechanisms, edition construction, and recreation behavior validated

Identity and evidence precedence

This is the June/July 2014 Iron Man Pro Vault Edition reissue, IPDB 6154, model I-00B0 and Stern product 500-55B0-01. It covers only im_183ve, im_185ve, and im_186ve; the non-ve drivers belong to the original 2010 physical product even though PinMAME's clone graph shares one root. The exact im_185ve VPW script is runtime ground truth, the 2014 native-text service manual governs physical inventory/wiring, the original parts book documents inherited geometry, and PinMAME governs transport/display metadata.

Vault Edition construction boundary

The logical game and mechanism map is shared with the original. The reissue adds LED playfield lighting, a modern metal/wood backbox with red T-molding, brushed-aluminum cabinet decals and new speaker-panel art, strengthened one-piece molded Iron Monger/War Machine/Whiplash toys, and Stern's then-current one-piece auto launcher. Preserve those physical differences when recreating this product. The service matrix uses LED module 112-5033-08 for most inserts but explicitly calls for clear #555-form-factor lamps at 54, 56, 73, 79, and 80; the three row-10 lamps are unlabeled load/test positions absent from the playfield location map.

Ball path and custom devices

Four balls occupy switches 18-21; jam opto 22 and trough up-kicker 1 serve shooter switch 23, which supports manual and automatic launch through output 2. War Machine opto 10 holds a ball until kick-back output 5 ejects it. Orbit and center-lane posts are outputs 6 and 12 and have no sensors. Whiplash magnet 4 acts near targets 47/48. Spinners are 11/13/14, ramp entrance/exits 12/43/37/49, orbit rollovers 7/9, and the four drone targets 44-46/50. Never create a physical trough-release switch at address 15; the manual proves it is Tournament Start despite an old VPX bookkeeping pulse.

Motorized Iron Monger

Output 19 toggles the Iron Monger lift between endpoint switch 1 down and switch 3 up. Target faces 4-6 and the toy's collision/flash geometry move with it; targets must become unavailable below the playfield. Output 3 is the strong non-centering magnet in the assembly. The proven table's 240-unit travel over 62 update steps is useful initial tuning, but its early endpoint-switch mutation is an animation shortcut. A recreation must report endpoints when physical travel reaches them and must apply magnetic force without teleporting the ball.

Standard devices, lamps, and capacity

Flippers are outputs 15/16 with button/EOS pairs 84/83 and 82/81; EOS contacts are normally closed. Pops pair 9/30, 10/31, 11/32, and slings 17/26, 18/27. Output 8 is an optional 16 VAC shaker on RED-WHT/J17-P7; the manual's Q8 table says 50 VDC but its transformer/I/O schematics prove the 16 VAC feed. Q7/Q13/Q14 are unused. Q24 is the manual's optional 5 V coin-meter/device channel even though the proven VPW table includes it in the SetLampMod flasher block; the physical service table wins and no stock Q24 playfield flasher should be created. Q20-23/Q25-32 are LED flashers with exact module parts in the JSON; Q31 drives the two lower-left-ramp emitters shown in the location map and called x2 by the exact script. Lamp 1-63 and 73/79/80 are populated; address 55 drives two physical Mark VI emitters, 64-72 and 74-78 are unused, and the hidden row-10 bulbs are non-playfield electrical loads. Bind GI 0, synthetic game-on 33, explicit unused SAM auxiliary capacity 51-66, and the 128x32 four-bit DMD; never turn legacy aliases 34-36 or auxiliary capacity into playfield hardware.

Spatial construction and multiplicity

Player-view positions use x=0 left, x=1 right, y=0 rear/backglass, and y=1 apron. Exact coordinates come from the organized 245,182,464-byte VPW table after semantic reconciliation against the official switch, lamp, coil, and GI maps. The controller script is runtime ground truth, but VLM light-map callbacks, reflections, transmission layers, and room/VR effects are renderer helpers rather than physical devices. Jam opto 22 has no table object; its disclosed approximate anchor is a least-squares continuation of the exact consecutive sw18-sw21 centers, with about plus or minus 0.02 normalized x/y uncertainty.

The official GI schematic fixes 27 playfield emitters on circuits B/Y/V (10/7/10), ten rear-panel emitters on circuit G, and two US or three European coin-door bulbs. Playfield construction is 25 under-playfield #44 bulbs plus one above-playfield #555 bulb on circuit Y and one on circuit V. The latter use exact Lspot1/Lspot2 source centers: the VPW changelog says spotlight bulbs were separated and its ball-shadow code treats those objects as sources. Nearby gi004/gi014 are the separated halo/render passes, not two more sockets; the other 25 physical playfield positions use exact giNNN centers. Objects gi024, gi027, gi030, and gi031 are four rear-wall render pools introduced for backwall illumination, not physical sockets. The ten physical rear #44 sockets are represented by an explicit evenly spaced y=0 projection across the manual's single rear-panel row because the perspective sketch proves row and count but not ten independently measurable centers. The US coin-door branch has two #555 bulbs and the European branch three; cabinet bulbs intentionally have no playfield coordinate. The JSON uses US quantity 39 and documents European quantity 40.

Physical multiplicity follows the service maps even when VPW combines light output: Q22 has two modules at one War Machine-front cluster, Q27 has three War Machine modules, Q28 has three moving Iron Monger chest modules at one toy anchor, Q30 has two separately located Mark VI flashers around one combined table pool, and Q31 has two separately located lower-left-ramp emitters around one combined table pool. Lamp 55 likewise drives two separately mapped physical Mark VI emitters through one address while VPW exposes one central pool. Hidden row-10 lamps 73/79/80 are explicit internal nonvisual electrical loads with no invented playfield position; they are not cabinet devices. Cluster anchors preserve the correct construction region and quantity without misclassifying visual fanout as additional hardware.

Where the exact table collapses distinct modules, the individual Q27/Q30/Q31/lamp-55 construction anchors are calibrated from multiple official-map callouts against exact shared table points. Those manual projections have practical uncertainty of about plus or minus 0.01 normalized x and 0.02-0.04 normalized y; they preserve proven physical region and separation without claiming unrecoverable table precision.

Author construction checklist

  • Build the typed four-ball trough, one-piece manual/auto launch, War Machine capture/kickback, strengthened moving Iron Monger with endpoints/targets/magnet, Whiplash target/magnet, both unsensed up-posts, ramps/orbits/spinners, fixed target banks, flippers, pops, slings, and optional shaker.
  • Initialize switches 18-21 and Iron Monger down switch 1. Preserve ball occupancy, normally-closed EOS contacts, moving collision geometry, and real endpoint timing.
  • Bind every matrix/dedicated/DIP input, Q1-Q32, game-on 33, unused auxiliary 51-66, lamp 1-80, GI 0, and DMD, including the three unlabeled clear matrix bulbs.
  • Recreate all documented emitter multiplicities, ten rear-panel GI sockets, the applicable two- or three-bulb coin-door GI branch, and both address-55 Mark VI emitters; do not use the number of VPX render helpers as a parts count.
  • Use the exact VPW behavior as the runtime tie-breaker and the official 2014 service manual for construction, wiring, parts, and lamp technology.

Sources

  • manual.iron-man-vault-edition.2014: official manual SHA-256 20f04adaba96926b74aa91dba7f88024a70012eb601242d18dfb15ed3da1f990; organized under the external manual cache.
  • vpx.iron-man-vault-vpw-1.0.1: pinned known-working exact-ROM script SHA-256 d0d37548468d67aa895121fd6ff82fdacc1d1a301a702c92325fb3ee9d7a89ea.
  • vpx-table.iron-man-vault-vpw-1.0-geometry: organized exact table SHA-256 c0abc5d90d77a4cf7c3f0455cff91d4f0b9f7e750264742b987e9ddb30ab7a4b; table bounds are 0..952 by 0..2215 and only semantically reconciled geometry is used.
  • rom.iron-man-vault.im-185ve: exact external archive SHA-256 e04c56ca08cdd6b0aaa6fcacd601e183d338dae7a863a4486216f76b25d6738f; contained binary SHA-256 c827da1c3f5305b27e9e504d7553bcd9c39547f357dd3827122adcc4c173c257.
  • runtime.iron-man-vault.boot-start: exact boot/start trace SHA-256 2b1f7d59482a7428eaf4413dfa3fdf25a5eccc8bdad5479da5532947cecbdab9 with game-on 33, DMD, lamps, and GI observed.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
im_186veIron Man Vault Edition (V1.86)
Firmware revision for the 2014 Pro Vault Edition physical product.
2020identical
im_185veIron Man Vault Edition (V1.85)
Firmware revision for the 2014 Pro Vault Edition physical product.
2020im_186veidentical
im_183veIron Man Vault Edition (V1.83)
Firmware revision for the 2014 Pro Vault Edition physical product.
2014im_186veidentical

Parent set: im_186ve — 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.

  • Operator manual

    manual.iron-man-original-parts.2010

    Official 32-page scanned 2010 parts/assembly book; major assemblies on PDF pages 2-16 and original playfield top/bottom construction on PDF pages 25-26. The underside drawing proves the original twist-lock lamp-socket construction.

    by
    Stern Pinball, Inc.
    sha256
    0948d1541568…
  • Operator manual

    manual.iron-man-vault-edition.2014

    Official 88-page native-text service manual; switch matrix/dedicated/DIP table PDF page 16, switch locations 17, lamp matrix 18, lamp locations 19, Q1-Q32 table 20, coil locations 21, major assemblies 36-47, and schematics/wiring 48-58. The Q8 row on pages 20/48 prints 50 VDC, but transformer/I/O schematics on pages 49-50 and 56 place RED-WHT/J17-P7 on the 16 VAC secondary; the definition uses the schematic value.

    by
    Stern Pinball, Inc.
    sha256
    20f04adaba96…
  • VPX script

    vpx.iron-man-vault-vpw-1.0.1

    Known-working exact im_185ve VPW script: controller callbacks, switch contacts, two magnets, four-ball trough, War Machine kicker, both up-posts, Iron Monger lift/collision/endpoints, flippers, flashers, and GI.

    by
    VPW and table authors credited in the script; vpxtable_scripts contributors
    rev
    0c036bb61b4b
    sha256
    d0d37548468d…
  • VPX script

    vpx.iron-man-vault-vpw-1.0

    Independent pinned mirror of the known-working im_185ve VPW script; exact callback and mechanism behavior agrees with the vpxtable_scripts copy.

    by
    VPW and table authors credited in the script; vpx-standalone-scripts contributors
    rev
    15d112648a1b
    sha256
    756dadd23ad0…
  • PinMAME source

    BSD-3-Clause

    pinmame.core.4ec52ff0ac13

    src/wpc/sam.c Iron Man INITGAME/driver family, SAM_GAME_AUXSOL12 transport, 128x32 DMD, synthetic game-on state, public input translation, and prefix-wide LED output typing that must not erase the original physical incandescent boundary.

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • PinMAME catalog

    BSD-3-Clause

    pinmame.catalog.4ec52ff0ac13

    PinmameGetGames im_ driver records and clone graph.

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • ROM analysis

    rom.iron-man-vault.im-185ve

    Exact im_185ve archive from the user-authorized read-only corpus; im_185ve.bin SHA-256 c827da1c3f5305b27e9e504d7553bcd9c39547f357dd3827122adcc4c173c257, 29,699,292 bytes. ROM bytes remain external.

    external:vpinmame-roms/im_185ve.zip
    by
    Analyzed locally from the user-authorized ROM corpus; ROM bytes remain external
    rev
    4ec52ff0ac13
    sha256
    e04c56ca08cd…
  • Human review

    ipdb.iron-man-vault-edition.6154

    Physical identity, release year, and product inventory for IPDB 6154; model PINBALL I-00B0 as printed by IPDB.

    by
    Internet Pinball Database
  • Human review

    human-review.stern.iron-man-is-back.2014

    Official 2014 product announcement: same game reissued with LED playfield lighting, modern metal/wood backbox, red T-molding, new cabinet/speaker-panel art, stronger one-piece molded Iron Monger/War Machine/Whiplash toys, and current one-piece auto launcher.

    by
    Stern Pinball, Inc.
  • Human review

    human-review.stern.iron-man-code-1.86

    Official Stern release note states Iron Man code 1.86 applies to both original and Vault editions.

    by
    Stern Pinball, Inc.
  • Runtime run

    runtime.iron-man-vault.boot-start

    Exact im_185ve boot/start with switches 1 and 18-21 initialized, six deliberately debounced coin pulses, start, 128x32x4 DMD artifacts, lamp 1 and 3-63 transitions, GI 0, and callback-tracked synthetic game-on 33; ROM archive SHA-256 e04c56ca08cdd6b0aaa6fcacd601e183d338dae7a863a4486216f76b25d6738f.

    external:pinmame-game-code/iron-man-vault-edition/harness/boot-start-v3/run.json
    by
    Generated locally with LibPinMAME from the user-authorized ROM corpus; ROM bytes remain external
    rev
    4ec52ff0ac13
    sha256
    2b1f7d59482a…
  • VPX table

    vpx-table.iron-man-vault-vpw-1.0-geometry

    Iron Man Vault Edition (Stern 2010) VPW v1.0.vpx (245,182,464 bytes), exact im_185ve table extracted with vpxtool git:v0.33.3. Coordinates are accepted only where the embedded table geometry reconciles with the official 2014 physical maps and the pinned known-working sidecar script; VLM light-map, reflection, transmission, room, and VR helpers are excluded from physical counts. Lspot1/Lspot2 are retained as the two manual-listed above-playfield #555 GI sources after table-script reconciliation.

    external:pinmame-vpx-sources/stern/iron-man-vault-edition-2014/source/Iron Man Vault Edition (Stern 2010) VPW v1.0.vpx
    by
    VPW and the table authors credited by the table distribution
    sha256
    c0abc5d90d77…

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

Iron Man shipped in 2 editions with different playfields. Compare what each one actually has before building against this definition.

All 2 editions of Iron Man, side by side

Same platform