Lord of the Rings

Partial

Stern2003SEGAstern.lord-of-the-rings.2003

Wire it up

what an authoring tool needs first
Bind this ROM
lotr

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

Controller platform
pinmame.sega

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

Displays

No display inventory recorded yet.

Address space
Switches
9–62 (50)
Solenoids
1–32 (30)
Lamps
1–102 (100)

Coverage

Partial

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

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

Switches

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

50 addresses

Switch map

Sequential addresses, grouped in columns of eight.

used unused
 
+0
+1
+2
+3
+4
+5
+6
+7
1–8
9–16
17–24
25–32
33–40
41–48
49–56
57–64
Hover or tap an address to identify it.
50 shown
# Name Device ID Evidence
9
Lower Left VUK (Kicker)
switch.lower-left-vuk-kicker candidate
10
Standup Target
switch.standup-target candidate
11
Trough 4 (Nearest Drain)
switch.trough-4-nearest-drain candidate
12
Trough 3
switch.trough-3 candidate
13
Trough 2
switch.trough-2 candidate
14
Trough 1 (Nearest Shooter)
switch.trough-1-nearest-shooter candidate
15
Shooter Lane
switch.shooter-lane candidate
16
Auto Plunger Lane Switch
switch.auto-plunger-lane-switch candidate
17
Lock 1 (Sword Ramp)
switch.lock-1-sword-ramp candidate
18
Lock 2 (Sword Ramp)
switch.lock-2-sword-ramp candidate
19
Lock 3 (Sword Ramp Top)
switch.lock-3-sword-ramp-top candidate
20
Rollover (Left Outlane Area)
switch.rollover-left-outlane-area candidate
21
Rollover
switch.rollover candidate
22
Rollover
switch.rollover.22 candidate
23
Standup Target
switch.standup-target.23 candidate
24
Wire Ramp Entry
switch.wire-ramp-entry candidate
25
Wire Ramp Switch
switch.wire-ramp-switch candidate
28
Balrog Hit Switch
switch.balrog-hit-switch candidate
29
Standup Target
switch.standup-target.29 candidate
30
Right VUK (Kicker)
switch.right-vuk-kicker candidate
31
Balrog Opening Position
switch.balrog-opening-position candidate
32
Balrog Closed Position
switch.balrog-closed-position candidate
33
Rollover
switch.rollover.33 candidate
34
Rollover
switch.rollover.34 candidate
35
Rollover
switch.rollover.35 candidate
36
Rollover
switch.rollover.36 candidate
37
Rollover
switch.rollover.37 candidate
38
Rollover
switch.rollover.38 candidate
39
Rollover
switch.rollover.39 candidate
40
Rollover
switch.rollover.40 candidate
41
Upper Left VUK (Kicker)
switch.upper-left-vuk-kicker candidate
42
Rollover
switch.rollover.42 candidate
43
Rollover
switch.rollover.43 candidate
44
Rollover
switch.rollover.44 candidate
45
Rollover
switch.rollover.45 candidate
46
Upper Right Saucer
switch.upper-right-saucer candidate
47
Ring Magnet Kicker
switch.ring-magnet-kicker candidate
48
Wire Ramp Switch
switch.wire-ramp-switch.48 candidate
49
Top Bumper
switch.top-bumper candidate
50
Middle Bumper
switch.middle-bumper candidate
51
Bottom Bumper
switch.bottom-bumper candidate
52
Spinner
switch.spinner candidate
53
Standup Target (Palantir Area)
switch.standup-target-palantir-area candidate
56
Tilt
switch.tilt candidate
57
Rollover (Orbit)
switch.rollover-orbit candidate
58
Rollover (Orbit)
switch.rollover-orbit.58 candidate
59
Left Slingshot
switch.left-slingshot candidate
60
Rollover
switch.rollover.60 candidate
61
Rollover
switch.rollover.61 candidate
62
Right Slingshot
switch.right-slingshot candidate

Controlled devices

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

Coils, magnets & motors

21
21 shown
# Name Device ID Evidence
1
Trough Eject
device.trough-eject candidate
2
Auto Plunger
device.auto-plunger candidate
3
Lower Left VUK Eject
device.lower-left-vuk-eject candidate
4
Upper Left VUK Eject
device.upper-left-vuk-eject candidate
5
Right VUK Eject
device.right-vuk-eject candidate
6
Ring Magnet
device.ring-magnet candidate
7
Tower Motor
device.tower-motor candidate
8
Diverter
device.diverter candidate
9
Left Bumper
device.left-bumper candidate
10
Right Bumper
device.right-bumper candidate
11
Bottom Bumper
device.bottom-bumper candidate
13
Orbit Gate
device.orbit-gate candidate
15
Left Flipper (Framework)
device.left-flipper-framework candidate
16
Right Flipper (Framework)
device.right-flipper-framework candidate
17
Left Slingshot
device.left-slingshot candidate
18
Right Slingshot
device.right-slingshot candidate
19
Upper Right Saucer Eject
device.upper-right-saucer-eject candidate
20
Balrog Motor Relay
device.balrog-motor-relay candidate
21
Lock Release
device.lock-release candidate
22
Balrog Open/Close
device.balrog-open-close candidate
24
Knocker
device.knocker candidate

Flashers

9
9 shown
# Name Device ID Evidence
14
Flasher — Helms Deep Right
device.flasher-helms-deep-right candidate
23
Flasher — Helms Deep Left
device.flasher-helms-deep-left candidate
25
Flasher — Pops 3X
device.flasher-pops-3x candidate
26
Flasher — Ring
device.flasher-ring candidate
27
Flasher — Back Panel
device.flasher-back-panel candidate
29
Flasher — Ringwraith
device.flasher-ringwraith candidate
30
Flasher — Sword
device.flasher-sword candidate
31
Flasher — Destroy the Ring
device.flasher-destroy-the-ring candidate
32
Flasher — Balrog
device.flasher-balrog candidate

Lamps

100

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
Hover or tap an address to identify it.
100 shown
# Name Device ID Evidence
1
Lamp 1
lamp.lamp-1 candidate
2
Lamp 2
lamp.lamp-2 candidate
3
Lamp 3
lamp.lamp-3 candidate
4
Lamp 4
lamp.lamp-4 candidate
5
Lamp 5
lamp.lamp-5 candidate
6
Lamp 6
lamp.lamp-6 candidate
7
Lamp 7
lamp.lamp-7 candidate
8
Lamp 8
lamp.lamp-8 candidate
9
Lamp 9
lamp.lamp-9 candidate
10
Lamp 10
lamp.lamp-10 candidate
11
Lamp 11
lamp.lamp-11 candidate
12
Lamp 12
lamp.lamp-12 candidate
13
Lamp 13
lamp.lamp-13 candidate
14
Lamp 14
lamp.lamp-14 candidate
15
Lamp 15
lamp.lamp-15 candidate
16
Lamp 16
lamp.lamp-16 candidate
17
Lamp 17
lamp.lamp-17 candidate
18
Lamp 18
lamp.lamp-18 candidate
19
Lamp 19
lamp.lamp-19 candidate
20
Lamp 20
lamp.lamp-20 candidate
21
Lamp 21
lamp.lamp-21 candidate
22
Lamp 22
lamp.lamp-22 candidate
23
Globe Eye
lamp.globe-eye candidate
24
Lamp 24
lamp.lamp-24 candidate
25
Lamp 25
lamp.lamp-25 candidate
26
Lamp 26
lamp.lamp-26 candidate
27
Lamp 27
lamp.lamp-27 candidate
28
Lamp 28
lamp.lamp-28 candidate
29
Lamp 29
lamp.lamp-29 candidate
30
Lamp 30
lamp.lamp-30 candidate
31
Lamp 31
lamp.lamp-31 candidate
32
Lamp 32
lamp.lamp-32 candidate
33
Lamp 33
lamp.lamp-33 candidate
34
Lamp 34
lamp.lamp-34 candidate
35
Lamp 35
lamp.lamp-35 candidate
36
Lamp 36
lamp.lamp-36 candidate
37
Lamp 37
lamp.lamp-37 candidate
38
Lamp 38
lamp.lamp-38 candidate
39
Lamp 39
lamp.lamp-39 candidate
40
Lamp 40
lamp.lamp-40 candidate
41
Lamp 41
lamp.lamp-41 candidate
42
Lamp 42
lamp.lamp-42 candidate
43
Lamp 43
lamp.lamp-43 candidate
44
Lamp 44
lamp.lamp-44 candidate
45
Lamp 45
lamp.lamp-45 candidate
46
Lamp 46
lamp.lamp-46 candidate
47
Lamp 47
lamp.lamp-47 candidate
48
Lamp 48
lamp.lamp-48 candidate
49
Lamp 49
lamp.lamp-49 candidate
50
Lamp 50
lamp.lamp-50 candidate
51
Lamp 51
lamp.lamp-51 candidate
52
Lamp 52
lamp.lamp-52 candidate
53
Lamp 53
lamp.lamp-53 candidate
54
Lamp 54
lamp.lamp-54 candidate
55
Lamp 55
lamp.lamp-55 candidate
56
Lamp 56
lamp.lamp-56 candidate
57
Lamp 57
lamp.lamp-57 candidate
58
Lamp 58
lamp.lamp-58 candidate
59
Lamp 59
lamp.lamp-59 candidate
60
Green Bulb (Ring)
lamp.green-bulb-ring candidate
61
Green Bulb (Ring)
lamp.green-bulb-ring.61 candidate
62
Green Bulb (Ring)
lamp.green-bulb-ring.62 candidate
63
Green Bulb (Ring)
lamp.green-bulb-ring.63 candidate
64
Lamp 64 (Ring Feature)
lamp.lamp-64-ring-feature candidate
65
Lamp 65 (Ring Feature)
lamp.lamp-65-ring-feature candidate
66
Lamp 66 (Ring Feature)
lamp.lamp-66-ring-feature candidate
67
Lamp 67 (Ring Feature)
lamp.lamp-67-ring-feature candidate
68
Lamp 68 (Ring Feature)
lamp.lamp-68-ring-feature candidate
69
Lamp 69 (Ring Feature)
lamp.lamp-69-ring-feature candidate
70
Lamp 70 (Ring Feature)
lamp.lamp-70-ring-feature candidate
71
Lamp 71 (Ring Feature)
lamp.lamp-71-ring-feature candidate
72
Lamp 72 (Ring Feature)
lamp.lamp-72-ring-feature candidate
73
outputs 73
lamp.outputs-73 candidate
74
outputs 74
lamp.outputs-74 candidate
75
outputs 75
lamp.outputs-75 candidate
76
outputs 76
lamp.outputs-76 candidate
77
outputs 77
lamp.outputs-77 candidate
78
outputs 78
lamp.outputs-78 candidate
81
Lamp 81
lamp.lamp-81 candidate
82
Lamp 82
lamp.lamp-82 candidate
83
Lamp 83
lamp.lamp-83 candidate
84
Lamp 84
lamp.lamp-84 candidate
85
Lamp 85
lamp.lamp-85 candidate
86
Lamp 86
lamp.lamp-86 candidate
87
Lamp 87
lamp.lamp-87 candidate
88
Lamp 88
lamp.lamp-88 candidate
89
Lamp 89
lamp.lamp-89 candidate
90
Lamp 90
lamp.lamp-90 candidate
91
Lamp 91
lamp.lamp-91 candidate
92
Lamp 92
lamp.lamp-92 candidate
93
Lamp 93
lamp.lamp-93 candidate
94
Lamp 94
lamp.lamp-94 candidate
95
Lamp 95
lamp.lamp-95 candidate
96
Lamp 96
lamp.lamp-96 candidate
97
Lamp 97
lamp.lamp-97 candidate
98
Lamp 98
lamp.lamp-98 candidate
99
Lamp 99
lamp.lamp-99 candidate
100
Path of the Dead (POTD)
lamp.path-of-the-dead-potd candidate
101
Sword Glow
lamp.sword-glow candidate
102
Vial Glow
lamp.vial-glow candidate

Recreation notes

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

Coverage
partial - source-derived recreation knowledge requiring validation

Overview

Legacy evidence identifies this candidate as Stern (2003). The information below is preserved for recreation work but is not automatically treated as validated physical-machine fact.

Playfield devices

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

Custom mechanisms

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

Ball-state transitions

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

Controller interactions

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

Service and setup information

Unknown; locate operator/service documentation.

Timing and tuning observations

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

Recreation guidance

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

Evidence notes

  • games/lotr.json#/switches/0._note: Controller.Switch on/off. Ball enters VUK, kicked out by SolLVUK (coil 3).
  • games/lotr.json#/switches/1._note: PulseSw 10. Drop target or standup target.
  • games/lotr.json#/switches/2._note: Manual trough. sw11 is deepest position (nearest drain). Controller.Switch on/off with UpdateTrough.
  • games/lotr.json#/switches/5._note: Manual trough. sw14 is nearest shooter lane — ball ejected from here by SolRelease (coil 1).
  • games/lotr.json#/switches/6._note: PulseSw 15 fired in SolRelease after trough eject. Confirms ball reached shooter lane.
  • games/lotr.json#/switches/7._note: Controller.Switch on/off. Also plungerIM.switch 16 — impulse plunger lane switch.
  • games/lotr.json#/switches/8._note: Controller.Switch on/off. Ball lock position on sword ramp.
  • games/lotr.json#/switches/9._note: Controller.Switch on/off. Second ball lock position on sword ramp.
  • games/lotr.json#/switches/10._note: Controller.Switch on/off. Top lock position. Triggers sword glow (Lampz 101) when occupied.
  • games/lotr.json#/switches/11._note: Controller.Switch on/off
  • games/lotr.json#/switches/12._note: Controller.Switch on/off
  • games/lotr.json#/switches/13._note: Controller.Switch on/off
  • games/lotr.json#/switches/14._note: PulseSw 23. Animated standup target with gate model (g01_sw23).
  • games/lotr.json#/switches/15._note: Controller.Switch on/off. Triggers WireRampOff on hit, WireRampOn on unhit.
  • games/lotr.json#/switches/16._note: Controller.Switch on/off. Direction-aware — checks activeball.vely for WireRampOn direction.
  • games/lotr.json#/switches/17._note: Controller.Switch set on BalrogFlipper_Collide when Balrog is closed and hit force > 3. Cleared after wobble settles. Not a VPX trigger — mechanical collision detection.
  • games/lotr.json#/switches/18._note: PulseSw 29. Animated standup target with gate model (g01_sw29).
  • games/lotr.json#/switches/19._note: Controller.Switch on/off. Ball enters right VUK, kicked out by SolRVUK (coil 5).
  • games/lotr.json#/switches/20._note: Controller.Switch set by SolBalrog when Balrog opens (BalrogDir toggling). Mechanism position switch.
  • games/lotr.json#/switches/21._note: Controller.Switch set by SolBalrog when Balrog closes (BalrogDir toggling). Mechanism position switch.
  • games/lotr.json#/switches/22._note: Controller.Switch on/off
  • games/lotr.json#/switches/23._note: Controller.Switch on/off
  • games/lotr.json#/switches/24._note: Controller.Switch on/off
  • games/lotr.json#/switches/25._note: Controller.Switch on/off
  • games/lotr.json#/switches/26._note: Controller.Switch on/off
  • games/lotr.json#/switches/27._note: Controller.Switch on/off
  • games/lotr.json#/switches/28._note: Controller.Switch on/off
  • games/lotr.json#/switches/29._note: Controller.Switch on/off
  • games/lotr.json#/switches/30._note: Controller.Switch on/off. Ball enters VUK, kicked out by SolULVUK (coil 4). Triggers POTD lamp (Lampz 100).
  • games/lotr.json#/switches/31._note: Controller.Switch on/off
  • games/lotr.json#/switches/32._note: Controller.Switch on/off
  • games/lotr.json#/switches/33._note: Controller.Switch on/off
  • games/lotr.json#/switches/34._note: Controller.Switch on/off
  • games/lotr.json#/switches/35._note: Controller.Switch on/off. Ball caught in saucer, kicked out by SolURKicker (coil 19).
  • games/lotr.json#/switches/36._note: Controller.Switch on/off. Ball in ring magnet area. Has stuck-ball timer. Separate VPX magnet object sw47a with cvpmMagnet.
  • games/lotr.json#/switches/37._note: Controller.Switch on/off. Triggers WireRampOn on hit. Nudges ball VelX on unhit.
  • games/lotr.json#/switches/38._note: PulseSw 49
  • games/lotr.json#/switches/39._note: PulseSw 50
  • games/lotr.json#/switches/40._note: PulseSw 51
  • games/lotr.json#/switches/41._note: PulseSw 52 from sw52_Spin sub.
  • games/lotr.json#/switches/42._note: PulseSw 53. Triggers EyeLookAt. Near Palantir eye.
  • games/lotr.json#/switches/43._note: vpmNudge.TiltSwitch = 56
  • games/lotr.json#/switches/44._note: Controller.Switch on/off. Triggers EyeLookAt.
  • games/lotr.json#/switches/45._note: Controller.Switch on/off. Triggers EyeLookAt.
  • games/lotr.json#/switches/46._note: PulseSw 59 in LeftSlingShot_Slingshot sub
  • games/lotr.json#/switches/47._note: Controller.Switch on/off. Triggers EyeLookAt.
  • games/lotr.json#/switches/48._note: Controller.Switch on/off. Triggers EyeLookAt.
  • games/lotr.json#/switches/49._note: PulseSw 62 in RightSlingShot_Slingshot sub
  • games/lotr.json#/coils/0._vbscript_callback: SolRelease
  • games/lotr.json#/coils/0._inferred_type: ball_management
  • games/lotr.json#/coils/0._note: Kicks from sw14, PulseSw 15 (shooter lane confirm)
  • games/lotr.json#/coils/1._vbscript_callback: AutoPlunger
  • games/lotr.json#/coils/1._inferred_type: ball_management
  • games/lotr.json#/coils/1._note: Impulse plunger. plungerIM.AutoFire. VPX object: swPlunger.
  • games/lotr.json#/coils/2._vbscript_callback: SolLVUK
  • games/lotr.json#/coils/2._inferred_type: ball_management
  • games/lotr.json#/coils/2._note: Kicks ball from sw9 VUK upward. KickBall with z-lift.
  • games/lotr.json#/coils/3._vbscript_callback: SolULVUK
  • games/lotr.json#/coils/3._inferred_type: ball_management
  • games/lotr.json#/coils/3._note: Kicks ball from sw41 VUK. KickBall with z-lift 230.
  • games/lotr.json#/coils/4._vbscript_callback: SolRVUK
  • games/lotr.json#/coils/4._inferred_type: ball_management
  • games/lotr.json#/coils/4._note: Kicks ball from sw30 right VUK upward.
  • games/lotr.json#/coils/5._vbscript_callback: SolRingMag
  • games/lotr.json#/coils/5._inferred_type: mechanism
  • games/lotr.json#/coils/5._note: cvpmMagnet. GrabCenter=True. Controls ring magnet on/off. Kicks ball out when disabled.
  • games/lotr.json#/coils/6._vbscript_callback: SolTower
  • games/lotr.json#/coils/6._inferred_type: mechanism
  • games/lotr.json#/coils/6._note: Animates Orthanc/Barad-dur tower raising and lowering via TowerAnim timer. 20-step animation.
  • games/lotr.json#/coils/7._vbscript_callback: SolDiv
  • games/lotr.json#/coils/7._inferred_type: diverter
  • games/lotr.json#/coils/7._note: Rotates DiverterFlipper to end/start. Controls ball path on playfield.
  • games/lotr.json#/coils/8._inferred_type: mechanism
  • games/lotr.json#/coils/8._note: Bumper solenoid. Handled by VPM framework (core.vbs), not table SolCallback. Comment in script: '9 left bumper'.
  • games/lotr.json#/coils/9._inferred_type: mechanism
  • games/lotr.json#/coils/9._note: Bumper solenoid. Handled by VPM framework (core.vbs). Comment: '10 right bumper'.
  • games/lotr.json#/coils/10._inferred_type: mechanism
  • games/lotr.json#/coils/10._note: Bumper solenoid. Handled by VPM framework (core.vbs). Comment: '11 bottom bumper'.
  • games/lotr.json#/coils/11._vbscript_callback: SolOrbit
  • games/lotr.json#/coils/11._inferred_type: gate
  • games/lotr.json#/coils/11._note: OrbitPin.IsDropped toggled by Enabled state. Controls orbit one-way gate.
  • games/lotr.json#/coils/12._vbscript_callback: Flash14
  • games/lotr.json#/coils/12._inferred_type: flasher
  • games/lotr.json#/coils/12._note: Non-ModSol: Flash14 sub. ModSol: ModLampz.SetModLamp 14. PWM SolMask(1014).
  • games/lotr.json#/coils/13._inferred_type: flipper
  • games/lotr.json#/coils/13._note: Flipper solenoid. Handled by VPM framework (core.vbs). Comment: '15 left flipper'. Not same as sLLFlipper constant (which is 48).
  • games/lotr.json#/coils/14._inferred_type: flipper
  • games/lotr.json#/coils/14._note: Flipper solenoid. Handled by VPM framework (core.vbs). Comment: '16 right flipper'. Not same as sLRFlipper constant (which is 46).
  • games/lotr.json#/coils/15._inferred_type: mechanism
  • games/lotr.json#/coils/15._note: Slingshot solenoid. Handled by VPM framework (core.vbs). Comment: '17 left slingshot'.
  • games/lotr.json#/coils/16._inferred_type: mechanism
  • games/lotr.json#/coils/16._note: Slingshot solenoid. Handled by VPM framework (core.vbs). Comment: '18 right slingshot'.
  • games/lotr.json#/coils/17._vbscript_callback: SolURKicker
  • games/lotr.json#/coils/17._inferred_type: ball_management
  • games/lotr.json#/coils/17._note: Kicks ball from sw46 saucer at angle 270.
  • games/lotr.json#/coils/18._inferred_type: mechanism
  • games/lotr.json#/coils/18._note: Comment: '20 balrog motor relay'. No SolCallback — motor relay likely handled by VPM or used for power relay only.
  • games/lotr.json#/coils/19._vbscript_callback: SolLockRelease
  • games/lotr.json#/coils/19._inferred_type: mechanism
  • games/lotr.json#/coils/19._note: Drops Lockpin to release locked balls from sword ramp. Timed re-raise after 280ms.
  • games/lotr.json#/coils/20._vbscript_callback: SolBalrog
  • games/lotr.json#/coils/20._inferred_type: mechanism
  • games/lotr.json#/coils/20._note: Toggles Balrog figure open/close. Sets switches 31 (opening) and 32 (closed) as position feedback. Animated via BalrogOpen/BalrogClose timers.
  • games/lotr.json#/coils/21._vbscript_callback: Flash23
  • games/lotr.json#/coils/21._inferred_type: flasher
  • games/lotr.json#/coils/21._note: Non-ModSol: Flash23 sub. ModSol: ModLampz.SetModLamp 23. PWM SolMask(1023).
  • games/lotr.json#/coils/22._vbscript_callback: SolKnocker
  • games/lotr.json#/coils/22._inferred_type: knocker
  • games/lotr.json#/coils/23._vbscript_callback: Flash25
  • games/lotr.json#/coils/23._inferred_type: flasher
  • games/lotr.json#/coils/23._note: Non-ModSol: Flash25 sub. ModSol: ModLampz.SetModLamp 25. PWM SolMask(1025).
  • games/lotr.json#/coils/24._vbscript_callback: Flash26
  • games/lotr.json#/coils/24._inferred_type: flasher
  • games/lotr.json#/coils/24._note: Non-ModSol: Flash26 sub. ModSol: ModLampz.SetModLamp 26. PWM SolMask(1026).
  • games/lotr.json#/coils/25._vbscript_callback: Flash27
  • games/lotr.json#/coils/25._inferred_type: flasher
  • games/lotr.json#/coils/25._note: Non-ModSol: Flash27 sub. ModSol: ModLampz.SetModLamp 27. PWM SolMask(1027).
  • games/lotr.json#/coils/26._vbscript_callback: Flash29
  • games/lotr.json#/coils/26._inferred_type: flasher
  • games/lotr.json#/coils/26._note: Non-ModSol: Flash29 sub. ModSol: ModLampz.SetModLamp 29. PWM SolMask(1029).
  • games/lotr.json#/coils/27._vbscript_callback: Lampz.SetLamp 130,
  • games/lotr.json#/coils/27._inferred_type: flasher
  • games/lotr.json#/coils/27._note: Non-ModSol: Lampz.SetLamp 130. ModSol: ModLampz.SetModLamp 30. PWM SolMask(1030). VPX objects: f130, f130l.
  • games/lotr.json#/coils/28._vbscript_callback: Lampz.SetLamp 131,
  • games/lotr.json#/coils/28._inferred_type: flasher
  • games/lotr.json#/coils/28._note: Non-ModSol: Lampz.SetLamp 131. ModSol: ModLampz.SetModLamp 31. PWM SolMask(1031). ModLampz callback: DisableLighting p19 (DTR insert).
  • games/lotr.json#/coils/29._vbscript_callback: Lampz.SetLamp 132,
  • games/lotr.json#/coils/29._inferred_type: flasher
  • games/lotr.json#/coils/29._note: Non-ModSol: Lampz.SetLamp 132. ModSol: ModLampz.SetModLamp 32. PWM SolMask(1032). ModLampz callback: ModFlash32 (BalrogImageSwap). VPX object: Lbalrogbloom.
  • games/lotr.json#/lamps/72._note: MassAssign commented out. Callback DisableLighting p73 still active.
  • games/lotr.json#/lamps/73._note: MassAssign commented out. Callback DisableLighting p74 still active.
  • games/lotr.json#/lamps/74._note: MassAssign commented out. Callback DisableLighting p75 still active.
  • games/lotr.json#/lamps/75._note: MassAssign commented out. Callback DisableLighting p76 still active.
  • games/lotr.json#/lamps/76._note: MassAssign commented out. Callback DisableLighting p77 still active.
  • games/lotr.json#/lamps/77._note: MassAssign commented out. Callback DisableLighting p78 still active.
  • games/lotr.json#/lamps/97._note: Special lamp. 5 VPX objects: l_potd_1 through l_potd_5. Slow fade speed.
  • games/lotr.json#/lamps/98._note: Special lamp. Triggered by sw19 (lock 3). VPX objects: swordflash, swordflashs. Slow fade.
  • games/lotr.json#/lamps/99._note: Special lamp. VPX objects: Lvial, Lvialhalo. Very slow fade.
  • games/lotr.json#/_source/confidence_notes: High confidence on switches and coils. No Const sw* definitions — switches identified from _Hit/_UnHit subs, Controller.Switch() calls, and PulseSw calls. Manual trough (not cvpmTrough) with 4 kicker switches (sw11-sw14) and PulseSw 15 for shooter lane confirm. Lamp IDs from Lampz.MassAssign/Callback (IDs 1-99 matrix lamps, 100-102 special lamps, 130-132 flasher lamps). Flashers (coils 14, 23, 25-27, 29-32) use Flash subs or Lampz.SetLamp with 100+ IDs, plus ModLampz for PWM mode. Balrog mechanism uses switches 28, 31, 32 and solenoid 22. Ring magnet (sol 6) with sw47. Tower mechanism (sol 7). SEGA.VBS = Whitestar platform. Solenoids 9-11 (bumpers), 15-16 (flippers), 17-18 (slingshots) handled by core.vbs framework — not in table script SolCallbacks.

Unresolved questions

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

Sources

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

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
lotr_leLord of the Rings, The (10.02 Limited Edition) 2008lotr
lotr9Lord of the Rings, The (9.00) 2005lotr
lotr_sp9Lord of the Rings, The (9.00 Spanish) 2005lotr
lotr_spLord of the Rings, The (10.00 Spanish) 2005lotr
lotr_it9Lord of the Rings, The (9.00 Italian) 2005lotr
lotr_itLord of the Rings, The (10.00 Italian) 2005lotr
lotr_gr9Lord of the Rings, The (9.00 German) 2005lotr
lotr_grLord of the Rings, The (10.00 German) 2005lotr

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

Evidence

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

  • Legacy definition

    legacy.game.lotr

    games/lotr.json; origin=vbscript-parser

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

    BSD-3-Clause

    pinmame.catalog.4ec52ff0ac13

    PinmameGetGames

    by
    PinMAME contributors
    rev
    4ec52ff0ac13

Something wrong or missing?

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

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

Same platform