Lord of the Rings

Partial

Stern2003WHITESTARstern.lord-of-the-rings.2003

1 unresolved conflict

Sources disagree here and nobody has settled it. Treat these addresses as unproven.

Whitestar invsw never populated

Affects
input 15
Disagreeing sources
PinMAME source
Operator manual
VPX script

The controller profile pinmame.whitestar declares inversion_applied_by_emulator: true as a platform capability. For this driver pinned PinMAME applies none: lotrGameData's positional aggregate initializer (segames.c:1498, {GEN_WS, se_dmd128x32, {...}}) never sets the trailing wpc member, so core_gameData->wpc.invSw is all-zero, and core.c:2455 copies those zeros into coreGlobals.invSw unchanged.

No SE/Whitestar game table in segames.c assigns wpc.invSw, so this is a platform-wide fact rather than a defect specific to this game, and it matches what the Simpsons Pinball Party curation recorded under this same conflict id. Three of this machine's four printed optos are nonetheless settled here by observation rather than left open: the retained known-working VPW 1.6 script drives switches 14, 41 and 47 through direct assert/release pairs that are unambiguous about sense, and it is known-working on the ball trough, where a reversed opto would fail first.

Switch 15 (4-ball Stacking Opto) is the one address with no such evidence -- the VPW table handles stacking through its own bookkeeping without a Controller.Switch call for 15, and neither the jpsalas nor the Hanibal table binds 14 or 15 at all -- so whether a consumer must invert the public state it presents for switch 15 cannot be settled from the manual (which states construction, not public polarity), from the retained recreations, or from pinned PinMAME (which asserts no inversion at all).

What would settle it

a LibPinMAME gameplay-harness trace of a legal lotr ROM observing the idle public state of switch 15 with and without a ball resting on the stack.

controller.inversion_applied_by_emulator; inputs[binding.device=15]

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.whitestar

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
  • 128x32 dot-matrix display128×32
Address space
Switches
-3–88 (76)
Solenoids
1–50 (50)
Lamps
1–99 (99)
GI
0–0 (1)
DIP
1–8 (8)

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

Cabinet & flipper inputs
82flipper.right.button84flipper.left.button1cabinet.button2cabinet.coin3cabinet.coin4cabinet.coin5cabinet.coin6cabinet.coin7cabinet.coin8cabinet.button54cabinet.start55cabinet.start56cabinet.tilt

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

162 placements · 24 stacked · normalised player view · outline is nominal

29 Left VUK · 3 Left VUK10 Standup11 4-Ball Trough #1 (Left)12 4-Ball Trough #213 4-Ball Trough #3214 4-ball Trough VUK Opto · 1 Trough Up-kicker216 Shooter Lane · 2 Auto Launch17 Sword Lock High218 Sword Lock Mid · 30 Sword Flasher19 Sword Lock Low20 Right Orbit Low21 Right Orbit Hi22 Rail Ramp Exit23 Right Ramp Target24 Right Ramp Made25 Right Ramp Enter228 Balrog Hit · 22 Balrog Motor229 Palantir · 23 Palantir Globe230 Right VUK · 5 Right VUK33 Mini PF U.L.234 Mini PF U.R. · 39 Left Ramp Enter35 Mini PF L.L.36 Mini PF L.R.37 Left Orbit Low38 Left Orbit Hi40 Left Ramp Made241 Top VUK · 4 Top VUK42 Inner Loop43 Left Top Lane44 Middle Top Lane45 Right Top Lane246 Top Saucer · 19 Top Saucer347 Ring Made · 6 Ring Magnet · 26 Ring Flasher48 Back Trough349 Left Bumper · 9 Left Bumper · 25 Pops X3 Flasher350 Right Bumper · 10 Right Bumper · 25 Pops X3 Flasher351 Bottom Bumper · 11 Bottom Bumper · 25 Pops X3 Flasher52 Spinner53 Spot Ring57 Left Outlane58 Left Return Lane259 Left Slingshot · 17 Left Slingshot60 Right Outlane61 Right Return Lane262 Right Slingshot · 18 Right Slingshot14 Helms Deep Right Flasher23 Helms Deep Left Flasher27 Back Panel Flasher29 Ringwraith Flasher231 Destroy the Ring Flasher · 19 Frodo Arrow32 Balrog Flasher1 (K) EEP2 K (E) EP3 KE (E) P4 KEE (P)5 The Fellowship of the Ring6 The Two Towers7 The Return of the King8 Shoot Again9 Pippin10 Merry11 Sam12 Aragorn13 Frodo14 Gandalf15 Legoles16 Gimli17 Boromir18 Mystery20 Destroy Ring21 Mode Start22 Palantir24 Spot Ring25 Pippin Arrow26 Gift of the Elves27 Light Extra Ball28 Ring Multiball29 Big Points30 Light Special31 Super Ring Frenzy32 2X Scoring33 Legoles Arrow34 L Ramp Man Ring35 L Ramp Dwarf Ring36 L Ramp Elf Ring37 Gandalf Arrow38 C Loop Man Ring39 C Loop Dwarf Ring40 C Loop Elf Ring41 Gimli Arrow42 Extra Ball43 Gollum Multiball44 Special45 Merry Arrow46 R Orbit Man Ring47 R Orbit Dwarf Ring48 R Orbit Elf Ring49 Aragorn Arrow50 R Ramp Man Ring51 R Ramp Dwarf Ring52 R Ramp Elf Ring53 Lock54 Lanes55 Tower56 Flipper57 (O) RC58 O (R) C59 OR (C)260 POTD U.L. · 62 POTD L.L.261 POTD U.R. · 63 POTD L.R.64 Shooter Lane #1 Bot65 Shooter Lane #266 Shooter Lane #367 Shooter Lane #468 Shooter Lane #569 Shooter Lane #670 Shooter Lane #771 Shooter Lane #872 Shooter Lane #9 Top73 Escape the Ringwraiths74 Gandalf vs Saruman75 Warg Attack76 War of the Ents77 Battle With Shelob78 Destroy the Witch-king281 19-LED Board Emitter 01 · 83 19-LED Board Emitter 03282 19-LED Board Emitter 02 · 90 19-LED Board Emitter 1084 19-LED Board Emitter 04485 19-LED Board Emitter 05 · 91 19-LED Board Emitter 11 · 92 19-LED Board Emitter 12 · 93 19-LED Board Emitter 13295 19-LED Board Emitter 15 · 96 19-LED Board Emitter 16397 19-LED Board Emitter 17 · 98 19-LED Board Emitter 18 · 99 19-LED Board Emitter 19

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 playfield103
  • sensorsenses the ball46
  • effectmoves the ball13
  • nStackseveral devices in one spot24
160 devices shown

Not on the playfield20 cabinet or service, 13 virtual, 10 unused, 8 dip switch, 3 internal nonvisual — declared rather than missing.

Coverage

Partial

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

Completion75%

Progress is derived from the fixed author-readiness requirements. It helps rank unfinished work, but only a 100% author-ready definition passes the publication gate.

Catalog Identity
validated
Address Enumeration
validated
Semantic Naming
observed
Physical Wiring
conflicted
Mechanisms
validated
Variant Coverage
observed
Recreation Knowledge
validated
Still missing · 4
PolaritySpatial PlacementUnresolved ConflictsVariant Differences

Switches

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

76 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-3, -2, -1, 0 — dedicated, diagnostic or flipper-column addresses. See the table below.

76 shown
# Name Device ID Role Wiring Evidence
-3
Memory Protect
Button
switch.memory-protect
service.memory-protect
validated
-2
Volume (Red Button)
Button
switch.volume
service.volume
validated
-1
Service Credit (Green Button)
Button
switch.service-credit
service.credit
validated
0
Begin Test (Black Button)
Button
switch.begin-test
service.test
validated
1
LT BUTTON (UK ONLY)opt
Button
switch.matrix-1
cabinet.button
CN5-P1GRN-BRN
CN7-P9WHT-BRN
CPU/Sound Board II
validated
2
4th Coin Slot
Button
switch.matrix-2
cabinet.coin
CN5-P1GRN-BRN
CN7-P8WHT-RED
CPU/Sound Board II
validated
3
6th Coin Slotopt
Button
switch.matrix-3
cabinet.coin
CN5-P1GRN-BRN
CN7-P7WHT-ORG
CPU/Sound Board II
validated
4
Right Coin Slot
Button
switch.matrix-4
cabinet.coin
CN5-P1GRN-BRN
CN7-P6WHT-YEL
CPU/Sound Board II
validated
5
Center Coin Slot / DBA
Button
switch.matrix-5
cabinet.coin
CN5-P1GRN-BRN
CN7-P5WHT-GRN
CPU/Sound Board II
validated
6
Left Coin Slot
Button
switch.matrix-6
cabinet.coin
CN5-P1GRN-BRN
CN7-P3WHT-BLU
CPU/Sound Board II
validated
7
5th Coin Slotopt
Button
switch.matrix-7
cabinet.coin
CN5-P1GRN-BRN
CN7-P2WHT-VIO
CPU/Sound Board II
validated
8
RT BUTTON (UK ONLY)opt
Button
switch.matrix-8
cabinet.button
CN5-P1GRN-BRN
CN7-P1WHT-GRY
CPU/Sound Board II
validated
9
Left VUK
Microswitch
switch.matrix-9
CN5-P3GRN-RED
CN7-P9WHT-BRN
CPU/Sound Board II
validated
10
Standup
Microswitch
switch.matrix-10
CN5-P3GRN-RED
CN7-P8WHT-RED
CPU/Sound Board II
validated
11
4-Ball Trough #1 (Left)
Microswitch
switch.matrix-11
internal.ball-trough
CN5-P3GRN-RED
CN7-P7WHT-ORG
CPU/Sound Board II
validated
12
4-Ball Trough #2
Microswitch
switch.matrix-12
internal.ball-trough
CN5-P3GRN-RED
CN7-P6WHT-YEL
CPU/Sound Board II
validated
13
4-Ball Trough #3
Microswitch
switch.matrix-13
internal.ball-trough
CN5-P3GRN-RED
CN7-P5WHT-GRN
CPU/Sound Board II
validated
14
4-ball Trough VUK OptoNC
Opto
switch.matrix-14
internal.ball-trough
CN5-P3GRN-RED
CN7-P3WHT-BLU
CPU/Sound Board II
validated
15
4-ball Stacking OptoNC
Opto
switch.matrix-15
internal.ball-trough
CN5-P3GRN-RED
CN7-P2WHT-VIO
CPU/Sound Board II
validated
16
Shooter Lane
Microswitch
switch.matrix-16
CN5-P3GRN-RED
CN7-P1WHT-GRY
CPU/Sound Board II
validated
17
Sword Lock High
Microswitch
switch.matrix-17
CN5-P4GRN-ORG
CN7-P9WHT-BRN
CPU/Sound Board II
validated
18
Sword Lock Mid
Microswitch
switch.matrix-18
CN5-P4GRN-ORG
CN7-P8WHT-RED
CPU/Sound Board II
validated
19
Sword Lock Low
Microswitch
switch.matrix-19
CN5-P4GRN-ORG
CN7-P7WHT-ORG
CPU/Sound Board II
validated
20
Right Orbit Low
Leaf
switch.matrix-20
CN5-P4GRN-ORG
CN7-P6WHT-YEL
CPU/Sound Board II
validated
21
Right Orbit Hi
Microswitch
switch.matrix-21
CN5-P4GRN-ORG
CN7-P5WHT-GRN
CPU/Sound Board II
validated
22
Rail Ramp Exit
Microswitch
switch.matrix-22
CN5-P4GRN-ORG
CN7-P3WHT-BLU
CPU/Sound Board II
validated
23
Right Ramp Target
Microswitch
switch.matrix-23
CN5-P4GRN-ORG
CN7-P2WHT-VIO
CPU/Sound Board II
validated
24
Right Ramp Made
Microswitch
switch.matrix-24
CN5-P4GRN-ORG
CN7-P1WHT-GRY
CPU/Sound Board II
validated
25
Right Ramp Enter
Microswitch
switch.matrix-25
CN5-P5GRN-YEL
CN7-P9WHT-BRN
CPU/Sound Board II
validated
26
Unused Switch 26
switch.matrix-26
CN5-P5GRN-YEL
CN7-P8WHT-RED
CPU/Sound Board II
validated
27
Unused Switch 27
switch.matrix-27
CN5-P5GRN-YEL
CN7-P7WHT-ORG
CPU/Sound Board II
validated
28
Balrog Hit
Microswitch
switch.matrix-28
CN5-P5GRN-YEL
CN7-P6WHT-YEL
CPU/Sound Board II
validated
29
Palantir
Microswitch
switch.matrix-29
CN5-P5GRN-YEL
CN7-P5WHT-GRN
CPU/Sound Board II
validated
30
Right VUK
Microswitch
switch.matrix-30
CN5-P5GRN-YEL
CN7-P3WHT-BLU
CPU/Sound Board II
validated
31
Balrog Open
Microswitch
switch.matrix-31
internal.balrog-mechanism
CN5-P5GRN-YEL
CN7-P2WHT-VIO
CPU/Sound Board II
validated
32
Balrog Closed
Microswitch
switch.matrix-32
internal.balrog-mechanism
CN5-P5GRN-YEL
CN7-P1WHT-GRY
CPU/Sound Board II
validated
33
Mini PF U.L.
Microswitch
switch.matrix-33
CN5-P6GRN-BLK
CN7-P9WHT-BRN
CPU/Sound Board II
validated
34
Mini PF U.R.
Microswitch
switch.matrix-34
CN5-P6GRN-BLK
CN7-P8WHT-RED
CPU/Sound Board II
validated
35
Mini PF L.L.
Microswitch
switch.matrix-35
CN5-P6GRN-BLK
CN7-P7WHT-ORG
CPU/Sound Board II
validated
36
Mini PF L.R.
Microswitch
switch.matrix-36
CN5-P6GRN-BLK
CN7-P6WHT-YEL
CPU/Sound Board II
validated
37
Left Orbit Low
Leaf
switch.matrix-37
CN5-P6GRN-BLK
CN7-P5WHT-GRN
CPU/Sound Board II
validated
38
Left Orbit Hi
Leaf
switch.matrix-38
CN5-P6GRN-BLK
CN7-P3WHT-BLU
CPU/Sound Board II
validated
39
Left Ramp Enter
Leaf
switch.matrix-39
CN5-P6GRN-BLK
CN7-P2WHT-VIO
CPU/Sound Board II
validated
40
Left Ramp Made
Microswitch
switch.matrix-40
CN5-P6GRN-BLK
CN7-P1WHT-GRY
CPU/Sound Board II
validated
41
Top VUKNC
Opto
switch.matrix-41
CN5-P7GRN-BLU
CN7-P9WHT-BRN
CPU/Sound Board II
validated
42
Inner Loop
Microswitch
switch.matrix-42
CN5-P7GRN-BLU
CN7-P8WHT-RED
CPU/Sound Board II
validated
43
Left Top Lane
Leaf
switch.matrix-43
CN5-P7GRN-BLU
CN7-P7WHT-ORG
CPU/Sound Board II
validated
44
Middle Top Lane
Leaf
switch.matrix-44
CN5-P7GRN-BLU
CN7-P6WHT-YEL
CPU/Sound Board II
validated
45
Right Top Lane
Leaf
switch.matrix-45
CN5-P7GRN-BLU
CN7-P5WHT-GRN
CPU/Sound Board II
validated
46
Top Saucer
Microswitch
switch.matrix-46
CN5-P7GRN-BLU
CN7-P3WHT-BLU
CPU/Sound Board II
validated
47
Ring MadeNC
Opto
switch.matrix-47
CN5-P7GRN-BLU
CN7-P2WHT-VIO
CPU/Sound Board II
validated
48
Back Trough
Microswitch
switch.matrix-48
CN5-P7GRN-BLU
CN7-P1WHT-GRY
CPU/Sound Board II
validated
49
Left Bumper
Leaf
switch.matrix-49
CN5-P8GRN-VIO
CN7-P9WHT-BRN
CPU/Sound Board II
validated
50
Right Bumper
Leaf
switch.matrix-50
CN5-P8GRN-VIO
CN7-P8WHT-RED
CPU/Sound Board II
validated
51
Bottom Bumper
Leaf
switch.matrix-51
CN5-P8GRN-VIO
CN7-P7WHT-ORG
CPU/Sound Board II
validated
52
Spinner
Microswitch
switch.matrix-52
CN5-P8GRN-VIO
CN7-P6WHT-YEL
CPU/Sound Board II
validated
53
Spot Ring
Microswitch
switch.matrix-53
CN5-P8GRN-VIO
CN7-P5WHT-GRN
CPU/Sound Board II
validated
54
Start Button
Button
switch.matrix-54
cabinet.start
CN5-P8GRN-VIO
CN7-P3WHT-BLU
CPU/Sound Board II
validated
55
Tournament Startopt
Button
switch.matrix-55
cabinet.start
CN5-P8GRN-VIO
CN7-P2WHT-VIO
CPU/Sound Board II
validated
56
Plumb Bob Tilt
Tilt
switch.matrix-56
cabinet.tilt
CN5-P8GRN-VIO
CN7-P1WHT-GRY
CPU/Sound Board II
validated
57
Left Outlane
Leaf
switch.matrix-57
CN5-P9GRN-GRY
CN7-P9WHT-BRN
CPU/Sound Board II
validated
58
Left Return Lane
Leaf
switch.matrix-58
CN5-P9GRN-GRY
CN7-P8WHT-RED
CPU/Sound Board II
validated
59
Left Slingshot
Leaf
switch.matrix-59
CN5-P9GRN-GRY
CN7-P7WHT-ORG
CPU/Sound Board II
validated
60
Right Outlane
Leaf
switch.matrix-60
CN5-P9GRN-GRY
CN7-P6WHT-YEL
CPU/Sound Board II
validated
61
Right Return Lane
Leaf
switch.matrix-61
CN5-P9GRN-GRY
CN7-P5WHT-GRN
CPU/Sound Board II
validated
62
Right Slingshot
Leaf
switch.matrix-62
CN5-P9GRN-GRY
CN7-P3WHT-BLU
CPU/Sound Board II
validated
63
Unused Switch 63
switch.matrix-63
CN5-P9GRN-GRY
CN7-P2WHT-VIO
CPU/Sound Board II
validated
64
Unused Switch 64
switch.matrix-64
CN5-P9GRN-GRY
CN7-P1WHT-GRY
CPU/Sound Board II
validated
81
Right Flipper End-of-Stroke
Microswitch
switch.right-flipper-eos
internal.flipper-eos
validated
82
Right Flipper Button
Button
switch.right-flipper-button
flipper.right.button
validated
83
Left Flipper End-of-Stroke
Microswitch
switch.left-flipper-eos
internal.flipper-eos
validated
84
Left Flipper Button
Button
switch.left-flipper-button
flipper.left.button
validated
85
Unused Flipper-Column Input 85
switch.flipper-column-85
validated
86
Unused Flipper-Column Input 86
switch.flipper-column-86
validated
87
Unused Flipper-Column Input 87
switch.flipper-column-87
validated
88
Unused Flipper-Column Input 88
switch.flipper-column-88
validated

Controlled devices

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

Coils, magnets & motors

26
26 shown
# Name Device ID Kind Role Wiring Evidence
1
Trough Up-kicker
device.trough-up-kicker Coil
Q1BRN-BLK
I/O Power Driver
validated
2
Auto Launch
device.auto-launch Coil
Q2BRN-RED
I/O Power Driver
validated
3
Left VUK
device.left-vuk Coil
Q3BRN-ORG
I/O Power Driver
validated
4
Top VUK
device.top-vuk Coil
Q4BRN-YEL
I/O Power Driver
validated
5
Right VUK
device.right-vuk Coil
Q5BRN-GRN
I/O Power Driver
validated
6
Ring Magnet
device.ring-magnet Magnet
Q6BRN-BLU
I/O Power Driver
validated
7
Right Tower
device.right-tower Coil
Q7BRN-VIO
I/O Power Driver
validated
8
Loop Diverter
device.loop-diverter Coil
Q8BRN-GRY
I/O Power Driver
validated
9
Left Bumper
device.left-bumper Coil
Q9BLU-BRN
I/O Power Driver
validated
10
Right Bumper
device.right-bumper Coil
Q10BLU-RED
I/O Power Driver
validated
11
Bottom Bumper
device.bottom-bumper Coil
Q11BLU-ORG
I/O Power Driver
validated
12
Unused Solenoid 12
device.solenoid-12-unused Coil
Q12BLU-YEL
I/O Power Driver Board
validated
13
Orbit Pin
device.orbit-pin Coil
Q13BLU-GRN
I/O Power Driver
validated
17
Left Slingshot
device.left-slingshot Coil
Q17VIO-BRN
I/O Power Driver
validated
18
Right Slingshot
device.right-slingshot Coil
Q18VIO-RED
I/O Power Driver
validated
19
Top Saucer
device.top-saucer Coil
Q19VIO-ORG
I/O Power Driver
validated
20
Balrog Motor Relay
device.balrog-motor-relay Relay
Q20VIO-YEL
I/O Power Driver
validated
21
Sword Lock Release
device.sword-lock-release Coil
Q21VIO-GRN
I/O Power Driver
validated
22
Balrog Motor
device.balrog-motor Motor
Q22VIO-BLU
I/O Power Driver
validated
24
Optional Coilopt
device.optional-coil Coil
cabinet.knocker
Q24VIO-GRY
I/O Power Driver
validated
28
Unused Solenoid 28
device.solenoid-28-unused Coil
Q28BLK-YEL
I/O Power Driver Board
validated
33
Left Up/down Post (UK)opt
device.uk-left-up-down-post Coil
Q1WHT
UK 3X Transformer Driver Board
validated
34
Center Up/down Post (UK)opt
device.uk-center-up-down-post Coil
Q2RED
UK 3X Transformer Driver Board
validated
35
Right Up/down Post (UK)opt
device.uk-right-up-down-post Coil
Q3ORG
UK 3X Transformer Driver Board
validated
46
Right Flipper
device.right-flipper Coil
Q16ORG-VIO
I/O Power Driver
validated
48
Left Flipper
device.left-flipper Coil
Q15ORG-GRY
I/O Power Driver
validated

Flashers

9
9 shown
# Name Device ID Wiring Evidence
14
Helms Deep Right Flasher
device.helms-deep-right-flasher
Q14BLU-BLK
I/O Power Driver
validated
23
Helms Deep Left Flasher
device.helms-deep-left-flasher
Q23VIO-BLK
I/O Power Driver
validated
25
Pops X3 Flasher
device.pop-bumper-flashers
Q25BLK-BRN
I/O Power Driver
validated
26
Ring Flasher
device.ring-flasher
Q26BLK-RED
I/O Power Driver
validated
27
Back Panel Flasher
device.back-panel-flasher
Q27BLK-ORG
I/O Power Driver
validated
29
Ringwraith Flasher
device.ringwraith-flasher
Q29BLK-GRN
I/O Power Driver
validated
30
Sword Flasher
device.sword-flasher
Q30BLK-BLU
I/O Power Driver
validated
31
Destroy the Ring Flasher
device.destroy-the-ring-flasher
Q31BLK-VIO
I/O Power Driver
validated
32
Balrog Flasher
device.balrog-flasher
Q32BLK-GRY
I/O Power Driver
validated

Lamps

99

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.
99 shown
# Name Device ID Role Wiring Evidence
1
(K) EEP
lamp.matrix-1
Q33
I/O Power Driver Board
validated
2
K (E) EP
lamp.matrix-2
Q33
I/O Power Driver Board
validated
3
KE (E) P
lamp.matrix-3
Q33
I/O Power Driver Board
validated
4
KEE (P)
lamp.matrix-4
Q33
I/O Power Driver Board
validated
5
The Fellowship of the Ring
lamp.matrix-5
Q33
I/O Power Driver Board
validated
6
The Two Towers
lamp.matrix-6
Q33
I/O Power Driver Board
validated
7
The Return of the King
lamp.matrix-7
Q33
I/O Power Driver Board
validated
8
Shoot Again
lamp.matrix-8
Q33
I/O Power Driver Board
validated
9
Pippin
lamp.matrix-9
Q34
I/O Power Driver Board
validated
10
Merry
lamp.matrix-10
Q34
I/O Power Driver Board
validated
11
Sam
lamp.matrix-11
Q34
I/O Power Driver Board
validated
12
Aragorn
lamp.matrix-12
Q34
I/O Power Driver Board
validated
13
Frodo
lamp.matrix-13
Q34
I/O Power Driver Board
validated
14
Gandalf
lamp.matrix-14
Q34
I/O Power Driver Board
validated
15
Legoles
lamp.matrix-15
Q34
I/O Power Driver Board
validated
16
Gimli
lamp.matrix-16
Q34
I/O Power Driver Board
validated
17
Boromir
lamp.matrix-17
Q35
I/O Power Driver Board
validated
18
Mystery
lamp.matrix-18
Q35
I/O Power Driver Board
validated
19
Frodo Arrow
lamp.matrix-19
Q35
I/O Power Driver Board
validated
20
Destroy Ring
lamp.matrix-20
Q35
I/O Power Driver Board
validated
21
Mode Start
lamp.matrix-21
Q35
I/O Power Driver Board
validated
22
Palantir
lamp.matrix-22
Q35
I/O Power Driver Board
validated
23
Palantir Globe
lamp.matrix-23
Q35
I/O Power Driver Board
validated
24
Spot Ring
lamp.matrix-24
Q35
I/O Power Driver Board
validated
25
Pippin Arrow
lamp.matrix-25
Q36
I/O Power Driver Board
validated
26
Gift of the Elves
lamp.matrix-26
Q36
I/O Power Driver Board
validated
27
Light Extra Ball
lamp.matrix-27
Q36
I/O Power Driver Board
validated
28
Ring Multiball
lamp.matrix-28
Q36
I/O Power Driver Board
validated
29
Big Points
lamp.matrix-29
Q36
I/O Power Driver Board
validated
30
Light Special
lamp.matrix-30
Q36
I/O Power Driver Board
validated
31
Super Ring Frenzy
lamp.matrix-31
Q36
I/O Power Driver Board
validated
32
2X Scoring
lamp.matrix-32
Q36
I/O Power Driver Board
validated
33
Legoles Arrow
lamp.matrix-33
Q37
I/O Power Driver Board
validated
34
L Ramp Man Ring
lamp.matrix-34
Q37
I/O Power Driver Board
validated
35
L Ramp Dwarf Ring
lamp.matrix-35
Q37
I/O Power Driver Board
validated
36
L Ramp Elf Ring
lamp.matrix-36
Q37
I/O Power Driver Board
validated
37
Gandalf Arrow
lamp.matrix-37
Q37
I/O Power Driver Board
validated
38
C Loop Man Ring
lamp.matrix-38
Q37
I/O Power Driver Board
validated
39
C Loop Dwarf Ring
lamp.matrix-39
Q37
I/O Power Driver Board
validated
40
C Loop Elf Ring
lamp.matrix-40
Q37
I/O Power Driver Board
validated
41
Gimli Arrow
lamp.matrix-41
Q38
I/O Power Driver Board
validated
42
Extra Ball
lamp.matrix-42
Q38
I/O Power Driver Board
validated
43
Gollum Multiball
lamp.matrix-43
Q38
I/O Power Driver Board
validated
44
Special
lamp.matrix-44
Q38
I/O Power Driver Board
validated
45
Merry Arrow
lamp.matrix-45
Q38
I/O Power Driver Board
validated
46
R Orbit Man Ring
lamp.matrix-46
Q38
I/O Power Driver Board
validated
47
R Orbit Dwarf Ring
lamp.matrix-47
Q38
I/O Power Driver Board
validated
48
R Orbit Elf Ring
lamp.matrix-48
Q38
I/O Power Driver Board
validated
49
Aragorn Arrow
lamp.matrix-49
Q39
I/O Power Driver Board
validated
50
R Ramp Man Ring
lamp.matrix-50
Q39
I/O Power Driver Board
validated
51
R Ramp Dwarf Ring
lamp.matrix-51
Q39
I/O Power Driver Board
validated
52
R Ramp Elf Ring
lamp.matrix-52
Q39
I/O Power Driver Board
validated
53
Lock
lamp.matrix-53
Q39
I/O Power Driver Board
validated
54
Lanes
lamp.matrix-54
Q39
I/O Power Driver Board
validated
55
Tower
lamp.matrix-55
Q39
I/O Power Driver Board
validated
56
Flipper
lamp.matrix-56
Q39
I/O Power Driver Board
validated
57
(O) RC
lamp.matrix-57
Q40
I/O Power Driver Board
validated
58
O (R) C
lamp.matrix-58
Q40
I/O Power Driver Board
validated
59
OR (C)
lamp.matrix-59
Q40
I/O Power Driver Board
validated
60
POTD U.L.
lamp.matrix-60
Q40
I/O Power Driver Board
validated
61
POTD U.R.
lamp.matrix-61
Q40
I/O Power Driver Board
validated
62
POTD L.L.
lamp.matrix-62
Q40
I/O Power Driver Board
validated
63
POTD L.R.
lamp.matrix-63
Q40
I/O Power Driver Board
validated
64
Shooter Lane #1 Bot
lamp.matrix-64
Q40
I/O Power Driver Board
validated
65
Shooter Lane #2
lamp.matrix-65
Q41
I/O Power Driver Board
validated
66
Shooter Lane #3
lamp.matrix-66
Q41
I/O Power Driver Board
validated
67
Shooter Lane #4
lamp.matrix-67
Q41
I/O Power Driver Board
validated
68
Shooter Lane #5
lamp.matrix-68
Q41
I/O Power Driver Board
validated
69
Shooter Lane #6
lamp.matrix-69
Q41
I/O Power Driver Board
validated
70
Shooter Lane #7
lamp.matrix-70
Q41
I/O Power Driver Board
validated
71
Shooter Lane #8
lamp.matrix-71
Q41
I/O Power Driver Board
validated
72
Shooter Lane #9 Top
lamp.matrix-72
Q41
I/O Power Driver Board
validated
73
Escape the Ringwraiths
lamp.matrix-73
Q42
I/O Power Driver Board
validated
74
Gandalf vs Saruman
lamp.matrix-74
Q42
I/O Power Driver Board
validated
75
Warg Attack
lamp.matrix-75
Q42
I/O Power Driver Board
validated
76
War of the Ents
lamp.matrix-76
Q42
I/O Power Driver Board
validated
77
Battle With Shelob
lamp.matrix-77
Q42
I/O Power Driver Board
validated
78
Destroy the Witch-king
lamp.matrix-78
Q42
I/O Power Driver Board
validated
79
Tournament Buttonopt
lamp.matrix-79
cabinet.button
Q42
I/O Power Driver Board
validated
80
Start Button
lamp.matrix-80
cabinet.start
Q42
I/O Power Driver Board
validated
81
19-LED Board Emitter 01
lamp.led-board-01
observed
82
19-LED Board Emitter 02
lamp.led-board-02
observed
83
19-LED Board Emitter 03
lamp.led-board-03
observed
84
19-LED Board Emitter 04
lamp.led-board-04
observed
85
19-LED Board Emitter 05
lamp.led-board-05
observed
86
19-LED Board Emitter 06
lamp.led-board-06
observed
87
19-LED Board Emitter 07
lamp.led-board-07
observed
88
19-LED Board Emitter 08
lamp.led-board-08
observed
89
19-LED Board Emitter 09
lamp.led-board-09
observed
90
19-LED Board Emitter 10
lamp.led-board-10
observed
91
19-LED Board Emitter 11
lamp.led-board-11
observed
92
19-LED Board Emitter 12
lamp.led-board-12
observed
93
19-LED Board Emitter 13
lamp.led-board-13
observed
94
19-LED Board Emitter 14
lamp.led-board-14
observed
95
19-LED Board Emitter 15
lamp.led-board-15
observed
96
19-LED Board Emitter 16
lamp.led-board-16
observed
97
19-LED Board Emitter 17
lamp.led-board-17
observed
98
19-LED Board Emitter 18
lamp.led-board-18
observed
99
19-LED Board Emitter 19
lamp.led-board-19
observed

General illumination

1
1 shown
# Name Device ID Role Wiring Evidence
0
General Illumination Relay
gi.playfield-relay
internal.general-illumination
I/O Power Driver Board
validated

Virtual & other outputs

13
13 shown
# Name Device ID Evidence
15
Fast-Flip Game-On State
device.fast-flip-state validated
16
Reserved Solenoid Slot 16
device.solenoid-16-reserved validated
36
Reserved Solenoid Slot 36
device.solenoid-36-reserved validated
37
Reserved Solenoid Slot 37
device.solenoid-37-reserved validated
38
Reserved Solenoid Slot 38
device.solenoid-38-reserved validated
39
Reserved Solenoid Slot 39
device.solenoid-39-reserved validated
40
Reserved Solenoid Slot 40
device.solenoid-40-reserved validated
41
Reserved Solenoid Slot 41
device.solenoid-41-reserved validated
42
Reserved Solenoid Slot 42
device.solenoid-42-reserved validated
43
Reserved Solenoid Slot 43
device.solenoid-43-reserved validated
44
Reserved Solenoid Slot 44
device.solenoid-44-reserved validated
49
Reserved Solenoid Slot 49
device.solenoid-49-reserved validated
50
Reserved Solenoid Slot 50
device.solenoid-50-reserved validated

Configuration & other inputs

8 shown
# Name Device ID Evidence
1
SW300 Position 1
Dip
dip.sw300-1 validated
2
SW300 Position 2
Dip
dip.sw300-2 validated
3
SW300 Position 3
Dip
dip.sw300-3 validated
4
SW300 Position 4
Dip
dip.sw300-4 validated
5
SW300 Position 5
Dip
dip.sw300-5 validated
6
SW300 Position 6
Dip
dip.sw300-6 validated
7
SW300 Position 7
Dip
dip.sw300-7 validated
8
SW300 Position 8
Dip
dip.sw300-8 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 and up-kicker

mechanism.trough

Kicker

Four balls rest in the under-playfield trough on printed switches 11, 12 and 13 with the fourth position read by opto 14, the 4-Ball Trough VUK Opto at the eject end. Solenoid 1, the Trough Up-Kicker, lifts the ball at the eject end into the shooter lane, where switch 16 reads it. Printed switch 15, the 4-Ball Stacking Opto, watches the stack feeding the trough. The manual numbers the positions from the left, so printed Trough #1 is the position furthest from the shooter lane; the retained VPW script numbers its trough objects in the opposite order, which is a labelling difference and not a wiring disagreement. All three retained scripts initialise switches 11-14 closed at start of game because balls rest on them.

Balrog motorized toy

mechanism.balrog

Motorized

The Balrog toy is driven by motor 041-5088-01 on printed solenoid 22, gated by the DC relay 520-5066-00 on printed solenoid 20. Printed switches 31 Balrog Open and 32 Balrog Closed read the two end positions and are mutually exclusive; the retained VPW script asserts one and clears the other as the motor runs. Printed switch 28 Balrog Hit is a separate above-playfield switch on the toy that registers a ball strike and is driven in the retained script from a wobble value rather than from the motor position, so a recreation must not derive it from the open or closed state.

Sword ball lock

mechanism.sword-lock

Kicker

Three above-playfield switches read balls held in the sword lock: printed 17 Sword Lock High, 18 Sword Lock Mid and 19 Sword Lock Low, all switch part 180-5119-02. Printed solenoid 21, the Sword Lock Release, frees the stack. The high position is the one furthest from the release coil.

One Ring magnet and back panel

mechanism.ring-magnet

Toy

The One Ring on the back panel is held and released by the magnet on printed solenoid 6, which is the only output with its own fuse, printed F20 4A 250v slow-blow and marked THIS GAME ONLY in the quick reference fuse chart. Printed opto 47 Ring Made, on the back panel, reads a ball completing the ring. Printed solenoid 26 flashes the ring and 27 the back panel behind it.

Drives
Senses

Loop diverter gate

mechanism.loop-diverter

Diverter

Printed solenoid 8, the Loop Diverter, steers a ball out of the loop toward the left Orthanc tower. The manual carries a dedicated Diverter Gate Adjustment Procedure: with power off and the playfield raised, the crank-bar set screw is loosened, the paddle is held against the right flat rail to open the gate to the left tower, the plunger is pushed home, and the screw is retightened so the paddle rests as close to the left flat rail as possible without touching it. Printed switch 42 Inner Loop and the orbit switches 20, 21, 37 and 38 read balls through the loop.

Vertical up-kickers and top saucer

mechanism.up-kickers

Kicker

Three vertical up-kickers and one saucer return balls to play. Printed solenoid 3 with switch 9 is the left VUK, printed solenoid 4 with opto 41 is the top VUK, printed solenoid 5 with switch 30 is the right VUK, and printed solenoid 19 with switch 46 is the top saucer. The retained VPW and JPSalas scripts label solenoid 4 Upper-Left VUK and solenoid 19 Upper-Right Kicker; the manual's Top VUK and Top Saucer are the printed names and control.

Mini playfield

mechanism.mini-playfield

Other

A separate mini playfield carries four switches printed Mini PF U.L., U.R., L.L. and L.R. at addresses 33 to 36, all switch part 180-5057-00. The printed switch-location drawing shows the mini playfield moved off the main playfield for clarity, so its printed drawing position is not its installed position; the coordinates here come from the retained recreations.

UK-only up/down posts

mechanism.uk-up-down-posts

Other

UK cabinets add three up and down posts driven from a UK 3X Transformer Driver Board and exposed on Whitestar auxiliary outputs 33, 34 and 35. The printed coil and flash lamp location drawing places Aux 1 at the left inlane area, Aux 2 between the flippers and Aux 3 at the right. These are absent from non-UK cabinets, as are the two cabinet-side buttons at printed switches 1 and 8.

Direct wiring

Connections that exist in copper, not in the ROM. These fire whether or not a game is running.

Recreation notes

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

Coverage
partial - manual-verified semantic I/O, mechanism inventory and behaviour, the complete public output inventory including board 520-5242-00 at lamps 81-99, and normalized placements; held below author-ready because switch 15's public opto polarity is unestablished, spatial evidence is not fully corroborated, five LED-board addresses have conflicting positions, fifteen printed devices remain unplaced, and the 2008 Limited Edition's physical compatibility is not yet sourced

Identity and evidence precedence

Whitestar machine. PinMAME roots the family at lotr with 46 drivers: English revisions, the 10.02 Limited Edition re-run, and Spanish, German, French and Italian releases. Every clone shares init_lotr and therefore the same emulator routing through lotrGameData. That does not prove identical physical hardware: lotr_le is a 2008 Limited Edition re-run whose physical compatibility remains unknown. ROM differences are read out of pinned segames.c per driver rather than summarized from names. There are four software shapes:

  • A German, French or Italian release runs its English sibling's CPU game ROM byte for byte and differs only in the display ROM. lotr, lotr_fr, lotr_gr and lotr_it all take lotrcpua.a00; only lotrdsp{a,f,g,i}.a00 differ. The same holds at every revision.
  • An English revision differs in CPU and display both - lotr9 is lotrcpu.900 with lotrdspa.900 against the root's lotrcpua.a00 and lotrdspa.a00.
  • A Spanish release differs in all three. It has its own CPU family lotrcpul.*, its own display lotrdspl.*, and the only other sound set in the tree: LOTR_SND_SP, five ROMs, against LOTR_SND for the other 38 drivers.
  • The Limited Edition differs in CPU alone - lotrcpua.a02, sharing the root's display and sound.

Physical inventory authority is the Stern English service manual, IPDB machine 4858, an image-only 184-page scan with no text layer, so every printed table was read from pages rendered at 300 dpi. Runtime authority is the retained known-working script set; four recreations were retained and all run cGameName = "lotr".

The 520-5242-00 LED board: nineteen separately addressable emitters

lotrGameData declares two board identifiers. The second, SE_BOARDID_520_5242_00, is named in src/wpc/se.h in plain words: "Lord of The Rings 19 LED Board". se.c drives it through core_set_pwm_output_led_vfd(CORE_MODOUT_LAMP0 + 80, 3 * 8, CORE_MODOUT_LED, 4.f / 2.f) and writes at CORE_MODOUT_LAMP0 + 80, + 88 and + 96 masked 0x07 - public lamp addresses 81 to 99, nineteen LEDs. So lampCol = 5 is not slack: it is 64 base lamps, the two auxiliary matrix columns at 65-80, and room for that board.

All four retained known-working scripts drive them. The controller profile exposes them after the 1-80 matrix through the same PinMAME lamp transport. All nineteen are enumerated as emitters 01-19 at public addresses 81-99; allocation slots 100-104 are not physical devices. Their normalized positions are compared through each script's explicit address-to-object binding rather than by assuming an l<N> object's suffix is its public address: that distinction matters because Hanibal reverses and permutes the object numbers. The Neo table's own info and script disclose its JPSalas lineage, so it is a supplemental measurement rather than independent corroboration. Fourteen addresses have an observed coordinate supported by a retained-table cluster; addresses 86, 87, 88, 89, 94 have none because no two script-bound measurements agree inside the threshold. No factory per-emitter semantic name or connector pin is invented, and the manual is not cited for evidence it does not contain.

Addresses that are synthetic, mirrored or reserved

  • Public 45 and 47 are the power-phase view of the same physical coils exposed at 46 and 48. Binding both halves creates two flippers where the machine has one.
  • Public 15 is PinMAME's synthetic fast-flip and game-on state; 16 is its unused companion.
  • Whitestar auxiliary board 520-5068-01 exposes three outputs, so 33, 34 and 35 carry the UK-only up/down posts and 36 is unused.
  • General illumination is a single aggregate channel 0, although the cabinet has four separately fused 6.3v strings. A recreation must not infer four controllable channels from the fuse chart.

Opto polarity: PinMAME normalizes nothing here

The controller profile declares inversion_applied_by_emulator: true as a platform capability, and for this driver pinned PinMAME exercises none of it. lotrGameData (segames.c:1498) is a positional aggregate that sets only GEN_WS, the display layout and the hw struct; the trailing wpc member - which is where invSw lives - is left at C zero-initialization, and core.c:2455 memcpy's those zeros into the live coreGlobals.invSw. The four printed optos are therefore published exactly as a recreation asserts them, and the ROM's own firmware accounts for the beam resting made. An earlier pass of this definition said "PinMAME normalizes the public state", which arrived at the right instruction for a recreation by way of a mechanism that does not exist.

Three of the four are settled by observation rather than by argument. The retained known-working VPW 1.6 script asserts switches 14, 41, 47 when a ball is present, through direct assert/release pairs whose sense is unambiguous - and it is known-working on the ball trough, which is exactly where a reversed opto fails first. Switch 15 is the exception: no retained recreation binds it at all (the VPW table does its stacking bookkeeping without a Controller.Switch(15) call, and neither alt table binds 14 or 15), so the public sense the ROM expects there is genuinely unestablished and is carried as conflict.whitestar-invsw-never-populated rather than guessed from its sibling.

normally_closed: true on these four records describes the physical contact, not the public state. Do not read it as a polarity instruction.

Custom mechanisms

  • Four-ball trough and up-kicker. Four balls rest in the under-playfield trough on printed switches 11, 12 and 13 with the fourth position read by opto 14, the 4-Ball Trough VUK Opto at the eject end. Solenoid 1, the Trough Up-Kicker, lifts the ball at the eject end into the shooter lane, where switch 16 reads it. Printed switch 15, the 4-Ball Stacking Opto, watches the stack feeding the trough. The manual numbers the positions from the left, so printed Trough #1 is the position furthest from the shooter lane; the retained VPW script numbers its trough objects in the opposite order, which is a labelling difference and not a wiring disagreement. All three retained scripts initialise switches 11-14 closed at start of game because balls rest on them.
  • Balrog motorized toy. The Balrog toy is driven by motor 041-5088-01 on printed solenoid 22, gated by the DC relay 520-5066-00 on printed solenoid 20. Printed switches 31 Balrog Open and 32 Balrog Closed read the two end positions and are mutually exclusive; the retained VPW script asserts one and clears the other as the motor runs. Printed switch 28 Balrog Hit is a separate above-playfield switch on the toy that registers a ball strike and is driven in the retained script from a wobble value rather than from the motor position, so a recreation must not derive it from the open or closed state.
  • Sword ball lock. Three above-playfield switches read balls held in the sword lock: printed 17 Sword Lock High, 18 Sword Lock Mid and 19 Sword Lock Low, all switch part 180-5119-02. Printed solenoid 21, the Sword Lock Release, frees the stack. The high position is the one furthest from the release coil.
  • One Ring magnet and back panel. The One Ring on the back panel is held and released by the magnet on printed solenoid 6, which is the only output with its own fuse, printed F20 4A 250v slow-blow and marked THIS GAME ONLY in the quick reference fuse chart. Printed opto 47 Ring Made, on the back panel, reads a ball completing the ring. Printed solenoid 26 flashes the ring and 27 the back panel behind it.
  • Loop diverter gate. Printed solenoid 8, the Loop Diverter, steers a ball out of the loop toward the left Orthanc tower. The manual carries a dedicated Diverter Gate Adjustment Procedure: with power off and the playfield raised, the crank-bar set screw is loosened, the paddle is held against the right flat rail to open the gate to the left tower, the plunger is pushed home, and the screw is retightened so the paddle rests as close to the left flat rail as possible without touching it. Printed switch 42 Inner Loop and the orbit switches 20, 21, 37 and 38 read balls through the loop.
  • Vertical up-kickers and top saucer. Three vertical up-kickers and one saucer return balls to play. Printed solenoid 3 with switch 9 is the left VUK, printed solenoid 4 with opto 41 is the top VUK, printed solenoid 5 with switch 30 is the right VUK, and printed solenoid 19 with switch 46 is the top saucer. The retained VPW and JPSalas scripts label solenoid 4 Upper-Left VUK and solenoid 19 Upper-Right Kicker; the manual's Top VUK and Top Saucer are the printed names and control.
  • Mini playfield. A separate mini playfield carries four switches printed Mini PF U.L., U.R., L.L. and L.R. at addresses 33 to 36, all switch part 180-5057-00. The printed switch-location drawing shows the mini playfield moved off the main playfield for clarity, so its printed drawing position is not its installed position; the coordinates here come from the retained recreations.
  • UK-only up/down posts. UK cabinets add three up and down posts driven from a UK 3X Transformer Driver Board and exposed on Whitestar auxiliary outputs 33, 34 and 35. The printed coil and flash lamp location drawing places Aux 1 at the left inlane area, Aux 2 between the flippers and Aux 3 at the right. These are absent from non-UK cabinets, as are the two cabinet-side buttons at printed switches 1 and 8.

How coordinates were resolved

Four recreations were retained. Three factory-layout tables are treated as three measurements: a lamp, switch or flasher placement is validated only when all three agree within 0.025 normalized units. The fourth Neo LED recreation is a disclosed JPSalas derivative and contributes only a supplemental measurement for addresses 81-99. Every one of those addresses is resolved through each table script's own binding; fourteen positions remain observed and five remain unpublished conflicts. Overall, 63 device spatial records are observed against 97 validated, with 162 physical placements in total because one output can drive multiple emitters.

That threshold is deliberately conservative because independence between the three is unestablished and the two available signals disagree. Measured, the JPSalas and Hanibal tables agree with each other to within 0.0155 on every lamp both model while either differs from VPW by up to 0.187. Documented, VPW credits an "EBIsLit - Baseline playfield scan" and JPSalas records its playfield as "based on Ebislit's playfield", while Hanibal declares only "4k Mod" in its title and names no baseline. The measured clustering pairs JPSalas with Hanibal; the documented ancestry pairs VPW with JPSalas. No lineage model is asserted.

The VPW table identifies itself as "Lord Of The Rings - Valinor Edition" with original artwork, so where its insert layout departs from the printed diagrams that is an artwork difference rather than an error. Its Fellowship inserts form a closed ring of runes rather than the printed arc of named characters, which accounts for 14 of the 35 rejected measurements - lamps 6, 9-17, 96-99, where VPW alone is the outlier. Across all 35 rows the rejected measurement is VPW's 30 times, Hanibal's 9 times, JPSalas's 7 times and Neo's 2 times. Neo participates only for addresses 81-99 and its disclosed JPSalas lineage means its agreement is supplemental, not an independent vote.

Public flasher 25 is not a single-point device. All three retained factory-layout scripts bind all three physical bulbs, and the resolver groups their co-located rendering objects into left, right and bottom emitter measurements before consensus. Every emitter is independently validated by all three tables; none is a projection or a rejected alternate measurement.

13 placements across 13 device records are projections, not measurements: each takes the coordinate of a co-located device the printed DR.7 diagram places beside it. Be precise about why. The resolver searches the three tables for l<N>, sw<N> and configured flasher objects only, so no coil search was ever run and this is not a finding that the tables model no coils - it is that the resolver has no coil group and the projection therefore stands on the printed diagram alone. Every one is observed and listed with its anchor in the spatial report. 3 coordinates are computed rather than held by any table - per-axis medians of tables that disagreed - and each is marked coordinate_origin: computed with the tables it was derived from.

Notable printed details

  • Optos, which rest closed, are switches 14, 15, 41, 47.
  • Printed NOT USED: matrix switches 26, 27, 63, 64; dedicated switch DS-5; solenoids 12, 28.
  • The ring magnet on coil 6 is the only output with its own fuse, printed F20 and marked THIS GAME ONLY.
  • The lamp matrix axes are transposed between the manual and PinMAME: PinMAME's lamp column strobe corresponds to the printed row and its lamp row to the printed column. Do not map them by name.

Preserved source anomalies

  • Lamps 15 and 33 are printed LEGOLES, not LEGOLAS. The spelling is consistent across both cells at 300 dpi, so it is the manual's own error rather than a scan artifact. Transcribed as printed; do not silently normalize.
  • The known-working VPW script names coil 4 SolULVUK and coil 19 SolURKicker, where the manual prints TOP VUK and TOP SAUCER. Same addresses and same devices; the disagreement is label-only and the manual controls physical naming.

Recreation guidance

Bind the flippers once, at 46 and 48. Enumerate the dedicated switches at their negative and 81-84 addresses rather than folding them into the matrix. Treat GI as one channel. Model the trough with the printed numbering, remembering that printed Trough #1 is furthest from the shooter lane. Drive Balrog Hit from a collision, not from the toy's position. The 8x10 matrix occupies 1-80 and the nineteen-emitter board occupies 81-99 on the same lamp transport; do not invent anything at 100-104, which is allocation space rather than physical hardware.

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)
Stern game ROM revision 10.02 shipped with the 2008 Limited Edition run. PinMAME defines it as a clone of lotr sharing init_lotr, so nothing in the EMULATED hardware differs - a statement about driver routing, not about the cabinet. Against the root driver it differs in the CPU game ROM (lotrcpua.a02 against the root's lotrcpua.a00). It shares the root's display ROM and sound ROM set. Whether this limited run differs physically from the 2003 production machine is not established by anything retained here, and a limited run is exactly where a manufacturer adds hardware such as a shaker motor. physical_compatibility is therefore `unknown` for this driver alone, rather than asserting an identity the evidence does not carry.
2008lotrunknown
lotr9Lord of the Rings, The (9.00)
Stern game ROM revision 9.00 for the same physical machine. The switch matrix, lamp matrix, coil complement and playfield hardware are unchanged. Against the root driver it differs in the CPU game ROM (lotrcpu.900 against the root's lotrcpua.a00) and the display ROM (lotrdspa.900 against lotrdspa.a00). It shares the root's sound ROM set.
2005lotridentical
lotr_sp9Lord of the Rings, The (9.00 Spanish)
Stern Spanish release, game ROM revision 9.00. The spanish text is carried by a separate display ROM, and this release also carries its own five-ROM sound set: pinned segames.c gives it LOTR_SND_SP (lotrlu7.100, lotrlu17.100, lotrlu21.100, lotrlu36.100, lotrlu37.100) where every other driver in the tree takes LOTR_SND. Unlike the German, French and Italian releases, which share their English sibling's CPU ROM byte for byte, its CPU game ROM is its own, shared with no English release. The switch matrix, lamp matrix, coil complement and playfield hardware are unchanged. Against the root driver it differs in the CPU game ROM (lotrcpul.900 against the root's lotrcpua.a00), the display ROM (lotrdspl.900 against lotrdspa.a00) and the whole five-ROM sound set (LOTR_SND_SP against LOTR_SND).
2005lotridentical
lotr_spLord of the Rings, The (10.00 Spanish)
Stern Spanish release, game ROM revision 10.00. The spanish text is carried by a separate display ROM, and this release also carries its own five-ROM sound set: pinned segames.c gives it LOTR_SND_SP (lotrlu7.100, lotrlu17.100, lotrlu21.100, lotrlu36.100, lotrlu37.100) where every other driver in the tree takes LOTR_SND. Unlike the German, French and Italian releases, which share their English sibling's CPU ROM byte for byte, its CPU game ROM is its own, shared with no English release. The switch matrix, lamp matrix, coil complement and playfield hardware are unchanged. Against the root driver it differs in the CPU game ROM (lotrcpul.a00 against the root's lotrcpua.a00), the display ROM (lotrdspl.a00 against lotrdspa.a00) and the whole five-ROM sound set (LOTR_SND_SP against LOTR_SND).
2005lotridentical
lotr_it9Lord of the Rings, The (9.00 Italian)
Stern Italian release, game ROM revision 9.00. The italian text is carried by a separate display ROM; it runs the CPU game ROM of its English sibling lotr9 (lotrcpu.900) byte for byte, so the display ROM is the only difference between the two. The switch matrix, lamp matrix, coil complement and playfield hardware are unchanged. Against the root driver it differs in the CPU game ROM (lotrcpu.900 against the root's lotrcpua.a00) and the display ROM (lotrdspi.900 against lotrdspa.a00). It shares the root's sound ROM set.
2005lotridentical
lotr_itLord of the Rings, The (10.00 Italian)
Stern Italian release, game ROM revision 10.00. The italian text is carried by a separate display ROM; it runs the CPU game ROM of its English sibling lotr (lotrcpua.a00) byte for byte, so the display ROM is the only difference between the two. The switch matrix, lamp matrix, coil complement and playfield hardware are unchanged. Against the root driver it differs in the display ROM (lotrdspi.a00 against lotrdspa.a00). It shares the root's CPU game ROM and sound ROM set.
2005lotridentical
lotr_gr9Lord of the Rings, The (9.00 German)
Stern German release, game ROM revision 9.00. The german text is carried by a separate display ROM; it runs the CPU game ROM of its English sibling lotr9 (lotrcpu.900) byte for byte, so the display ROM is the only difference between the two. The switch matrix, lamp matrix, coil complement and playfield hardware are unchanged. Against the root driver it differs in the CPU game ROM (lotrcpu.900 against the root's lotrcpua.a00) and the display ROM (lotrdspg.900 against lotrdspa.a00). It shares the root's sound ROM set.
2005lotridentical
lotr_grLord of the Rings, The (10.00 German)
Stern German release, game ROM revision 10.00. The german text is carried by a separate display ROM; it runs the CPU game ROM of its English sibling lotr (lotrcpua.a00) byte for byte, so the display ROM is the only difference between the two. The switch matrix, lamp matrix, coil complement and playfield hardware are unchanged. Against the root driver it differs in the display ROM (lotrdspg.a00 against lotrdspa.a00). It shares the root's CPU game ROM and sound ROM set.
2005lotridentical

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

Pinball memory maps

External source LGPL-3.0-only3 maps

RAM layouts published by an independent project and mirrored here at a pinned commit. They are not part of this machine’s definition: nothing below was used as evidence for the definition, and none of it counts towards coverage. Check claims against the upstream project.

Commit
d8693b9

This program makes use of content from the Pinball Memory Maps project.

lotr.map.json

whitestarv1format 0.8

maps/stern/whitestar/lotr.map.json

Applies to ROMs
lotrlotr8lotr9lotr_frlotr_fr8lotr_fr9lotr_grlotr_gr8lotr_gr9lotr_itlotr_it8lotr_it9
Sections
game_statehigh_scoresmode_champions

whitestar defines the RAM layout this map’s offsets are read against — the map is not interpretable without it.

lotr6.map.json

whitestarv4format 0.8

maps/stern/whitestar/lotr6.map.json

Applies to ROMs
lotr3lotr4lotr41lotr5lotr51lotr6lotr_f41lotr_f51lotr_fr4lotr_fr5lotr_fr6lotr_g41
Sections
game_statehigh_scores

whitestar defines the RAM layout this map’s offsets are read against — the map is not interpretable without it.

lotr7.map.json

whitestarv4format 0.8

maps/stern/whitestar/lotr7.map.json

Applies to ROMs
lotr7lotr_fr7lotr_gr7lotr_it7lotr_sp7
Sections
game_statehigh_scores

whitestar defines the RAM layout this map’s offsets are read against — the map is not interpretable without it.

Evidence

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

  • PinMAME catalog

    BSD-3-Clause

    pinmame.catalog.4ec52ff0ac13

    PinmameGetGames

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • Legacy definition

    legacy.game.lotr

    games/lotr.json; origin=vbscript-parser

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

    BSD-3-Clause

    pinmame.core.4ec52ff0ac13

    Source locations

    src/wpc/segames.c lotrGameData GEN_WS with se_dmd128x32, FLIP_SW(FLIP_L) with FLIP_SOL(FLIP_L), lampCol=5, custSol=0 and board identifiers SE_BOARDID_520_5068_01 | SE_BOARDID_520_5242_00, plus the lotr/lotr_sp/lotr_gr/lotr_fr/lotr_it ROM definitions; src/wpc/se.c coreGlobals.nLamps = 64 + lampCol*8 sizing the lamp array to 104, with lampdriv_w writing eight matrix columns at CORE_MODOUT_LAMP0 and auxlamp_w two auxiliary columns at CORE_MODOUT_LAMP0+64 for the printed 8x10 matrix at public 1-80, and the remaining space carrying the serial board declared by SE_BOARDID_520_5242_00, which src/wpc/se.h names the Lord of The Rings 19 LED Board: se.c drives it through core_set_pwm_output_led_vfd(CORE_MODOUT_LAMP0 + 80, 3 * 8, CORE_MODOUT_LED, 4.f / 2.f) and core_write_pwm_output_8b at CORE_MODOUT_LAMP0 + 80, + 88 and + 96 masked 0x07, i.e. public lamps 81-99. Those nineteen LEDs are real and are enumerated at public lamp addresses 81-99 through the same widened Whitestar lamp transport; src/wpc/se.c coreGlobals.nGI = 1 exposing the general-illumination relay as a single aggregate channel; src/wpc/core.h core_tGameData field order flippers, swCol, lampCol, custSol

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • Human review

    BSD-3-Clause

    controller-profile.pinmame-whitestar

    Source locations

    Whitestar public switch, DIP, solenoid, lamp and GI address rules, including the sequential switch conversion with dedicated inputs at -3..0 and 81-88, the shared lamp transport at 1-336 whose ceiling is established by src/wpc/bowlgames.c coinGameData (lampCol=34), shared by the titanic and monopred coin-dropper drivers, with physical addresses determined by each game's own lampCol declaration and driver writes, and the legacy lower-flipper pairs that expose Q16 right at power 45 with canonical callback 46 and Q15 left at power 47 with canonical callback 48 while public 15 carries the synthetic fast-flip state

    internal:controllers/pinmame/whitestar.json
    by
    PinMAME contributors
    rev
    repository
  • Operator manual

    manual.stern.lord-of-the-rings.2003

    Source locations

    Official 184-page English service manual downloaded from Stern Pinball. IPDB machine 4858 independently identifies the title and links an English manual. The PDF is image-only, so every table was read from pages rendered at 300 dpi. PDF page 6 is the printed Dr. Pinball 4 switch matrix, dedicated switches and switch locations; page 7 the Dr. Pinball 5 lamp matrix and lamp locations including the backpanel inset; page 8 the Dr. Pinball 6 coils detailed chart table with the UK-only auxiliary board; page 9 the Dr. Pinball 7 coil and flash lamp locations with the typical switch, lamp and coil wiring schematics.

    external:pinmame-manuals/by-machine/stern.lord-of-the-rings.2003/official-stern/Lord-of-the-Rings-Manual.pdf
    by
    Stern Pinball, Inc.
    sha256
    1334be3a5471…
  • Human review

    manual-support.stern.lord-of-the-rings.2003

    Source locations

    Retained machine-readable transcription of every printed table used by this definition, with the rendered 300 dpi page cache beside it. Also records the two source anomalies preserved rather than normalized: the manual prints LEGOLES for lamps 15 and 33, and the retained scripts label coils 4 and 19 Upper-Left VUK and Upper-Right Kicker where the manual prints Top VUK and Top Saucer.

    external:pinmame-manuals/by-machine/stern.lord-of-the-rings.2003/transcription.json
    by
    pinmame-game-defs curation
    rev
    2026-08-06
    sha256
    594a7f1f6fc7…
  • Human review

    spatial-consensus.stern.lord-of-the-rings.2003

    Source locations

    Four-table spatial derivation produced by tools/lotr_spatial_resolve.py --write <path> from the retained extractions. Three factory-layout recreations form the lamp, switch and flasher consensus; the Neo LED mod supplies a supplemental, derivative measurement for script-bound addresses 81-99. The artifact is the authority for every coordinate in this definition: for each device it records each table's measurement, the published coordinate, which tables support it within the 0.025 agreement threshold, which disagree, whether the coordinate is held by a table or computed, and any manual tie-break with its reason.

    external:pinmame-vpx-sources/stern/lord-of-the-rings-2003/derived/spatial-consensus.json
    by
    pinmame-game-defs curation
    rev
    2026-08-08
    sha256
    58eb403ba22b…
  • VPX table

    vpx-table.lotr-neo-led-mod-1-0-3

    Source locations

    Retained installed Lord Of The Rings Neo LED Mod 1.0.3 recreation, 81,432,576 bytes, used only as a supplemental measurement for its script-bound Light.l81 through Light.l99 objects. Its info.json identifies JPSalas, table version 1.0.1, and its script header says 'VPX version by jpsalas', so it is disclosed as a derivative rather than treated as independent corroboration. Valinor is the VPW table's identity, not this one.

    external:pinmame-vpx-sources/stern/lord-of-the-rings-2003/source/Lord%20Of%20The%20Rings%20(Stern%20-%202003)Neo%20LED%20Mod%201.0.3.vpx
    by
    JPSalas; Neo LED Mod contributors
    sha256
    c78b9aede14a…
  • VPX table

    vpx-extraction.lotr-vpw-1-6

    Source locations

    Canonical manifest of the retained vpxtool-extract tree produced with vpxtool git:v0.33.3: every regular file as a sorted relative POSIX path with byte size and SHA-256, 2,205 files, 601,211,181 bytes. This record's sha256 is the hash of the manifest file itself, as for every other source here. The extraction-tree digest is a separate value, a0a19f4e9cc4c79926b90ab316976c23d0c630f50836cba13c7217eaa04c8eef - the SHA-256 of the manifest object serialised as canonical JSON with sorted keys and compact separators, carried in the file's own manifest_sha256 field and recomputable with tools/lotr_extraction_manifest.py --verify. The geometry cited by every placement comes from this extraction of vpx-table.lotr-vpw-1-6.

    external:pinmame-vpx-sources/stern/lord-of-the-rings-2003/extraction-manifest.json
    by
    vpxtool extraction
    sha256
    e53581bdfec7…
  • VPX table

    vpx-extraction.lotr-jpsalas-600

    Source locations

    Canonical manifest of the retained alt-jpsalas-600/vpxtool-extract tree produced with vpxtool git:v0.33.3: every regular file as a sorted relative POSIX path with byte size and SHA-256, 991 files, 29,996,681 bytes. This record's sha256 is the hash of the manifest file itself, as for every other source here. The extraction-tree digest is a separate value, 61b56590043a87b2dbc598707b6e3e8795a6cbf7f49bf3b0186d44aa3a59bd20 - the SHA-256 of the manifest object serialised as canonical JSON with sorted keys and compact separators, carried in the file's own manifest_sha256 field and recomputable with tools/lotr_extraction_manifest.py --verify. The geometry cited by every placement comes from this extraction of vpx-table.lotr-jpsalas-600.

    external:pinmame-vpx-sources/stern/lord-of-the-rings-2003/alt-jpsalas-600/extraction-manifest.json
    by
    vpxtool extraction
    sha256
    d22a75dd9a5d…
  • VPX table

    vpx-extraction.lotr-hanibal-4k

    Source locations

    Canonical manifest of the retained alt-hanibal-4k/vpxtool-extract tree produced with vpxtool git:v0.33.3: every regular file as a sorted relative POSIX path with byte size and SHA-256, 1,782 files, 139,913,171 bytes. This record's sha256 is the hash of the manifest file itself, as for every other source here. The extraction-tree digest is a separate value, 4d35775d85997e98154c88755b69bdfee8ca21b30e593ad35a6a0b890c715d1e - the SHA-256 of the manifest object serialised as canonical JSON with sorted keys and compact separators, carried in the file's own manifest_sha256 field and recomputable with tools/lotr_extraction_manifest.py --verify. The geometry cited by every placement comes from this extraction of vpx-table.lotr-hanibal-4k.

    external:pinmame-vpx-sources/stern/lord-of-the-rings-2003/alt-hanibal-4k/extraction-manifest.json
    by
    vpxtool extraction
    sha256
    3a5c44e548dd…
  • VPX table

    vpx-extraction.lotr-neo-led-mod-1-0-3

    Source locations

    Canonical manifest of the retained source/vpxtool-extract tree produced with vpxtool git:v0.33.3: every regular file as a sorted relative POSIX path with byte size and SHA-256, 918 files, 89,622,867 bytes. This record's sha256 is the hash of the manifest file itself, as for every other source here. The extraction-tree digest is a separate value, 9994e751b61834168471aa7add4a90f1a619b93f6e0950ef458403fa771d86b3 - the SHA-256 of the manifest object serialised as canonical JSON with sorted keys and compact separators, carried in the file's own manifest_sha256 field and recomputable with tools/lotr_extraction_manifest.py --verify. The geometry cited by every placement comes from this extraction of vpx-table.lotr-neo-led-mod-1-0-3.

    external:pinmame-vpx-sources/stern/lord-of-the-rings-2003/source/extraction-manifest.json
    by
    vpxtool extraction
    sha256
    4772db87992f…
  • VPX table

    vpx-table.lotr-vpw-1-6

    Source locations

    Retained known-working recreation of the physical machine, 373,870,592 bytes. Playfield bounds left=0 top=0 right=952 bottom=2203. Its own info.json identifies it as 'Lord Of The Rings - Valinor Edition' with original artwork, so where its insert layout departs from the printed location diagrams that is an artwork difference, not an error: its Fellowship inserts form a closed ring of runes rather than the wide arc of named characters the printed diagram shows. The 14 lamp coordinates where this table alone is the outlier - 6, 9-17, 96-99 - were therefore not taken from it. Geometry authority for named objects only. It does model the six back-panel mode lamps 73-78, as p73-p78 primitives driven through Lampz.Callback rather than as l<N> lights. Acquisition page: https://vpuniverse.com/files/file/8828-lord-of-the-rings-valinor-edition-stern-2003-vpw/.

    external:pinmame-vpx-sources/stern/lord-of-the-rings-2003/Lord%20of%20the%20Rings%20(Stern%202003)%20VPW%201.6.vpx
    by
    Visual Pinball Workshop
    sha256
    efd786029291…
  • VPX script

    vpx-script.lotr-vpw-1-6

    Embedded script extracted from Lord of the Rings (Stern 2003) VPW 1.6.vpx with vpxtool, 188,766 bytes; cGameName = "lotr". Runtime and mechanism-causality authority.

    external:pinmame-vpx-sources/stern/lord-of-the-rings-2003/Lord%20of%20the%20Rings%20(Stern%202003)%20VPW%201.6.vbs
    by
    Visual Pinball Workshop
    sha256
    20dd6295a58f…
  • VPX table

    vpx-table.lotr-jpsalas-600

    Source locations

    Retained known-working recreation of the physical machine, 22,110,208 bytes. Its info.json records the playfield as 'based on Ebislit's playfield', the same baseline scan the VPW recreation credits. Its f<N>l objects are non-positional helper lights parked together and carry no usable coordinate; only the Flasher props do. Acquisition page: https://www.vpforums.org/index.php?app=downloads&showfile=12898.

    external:pinmame-vpx-sources/stern/lord-of-the-rings-2003/alt-jpsalas-600/JP's%20Lord%20of%20the%20Rings%20(Stern%202003)%20v600.vpx
    by
    JPSalas
    sha256
    41026827ebad…
  • VPX script

    vpx-script.lotr-jpsalas-600

    Embedded script extracted from JP's Lord of the Rings (Stern 2003) v600.vpx with vpxtool, 34,973 bytes; cGameName = "lotr". Runtime and mechanism-causality authority.

    external:pinmame-vpx-sources/stern/lord-of-the-rings-2003/alt-jpsalas-600/JP's%20Lord%20of%20the%20Rings%20(Stern%202003)%20v600.vbs
    by
    JPSalas
    sha256
    165da470d270…
  • VPX table

    vpx-table.lotr-hanibal-4k

    Source locations

    Retained known-working recreation of the physical machine, 106,475,520 bytes. Identifies itself as 'Lord of the Rings (Stern 2003) 4k Mod', which declares a modification but names no baseline table. Independence between the three retained recreations is unestablished and no lineage is asserted: measured agreement pairs this table with the JPSalas recreation (within 0.0155 on every shared lamp, against up to 0.187 for either versus VPW), while the only documented ancestry pairs VPW with JPSalas, both of which credit an EBIsLit playfield scan. Because the two signals disagree, a placement is validated here only when all three tables agree on it. Acquisition page: https://vpuniverse.com/files/file/4626-lord-of-the-rings-hanibals-4k-edition/.

    external:pinmame-vpx-sources/stern/lord-of-the-rings-2003/alt-hanibal-4k/Lord%20of%20the%20Rings%20(stern%202003)%20Hanibal%204k.vpx
    by
    Hanibal
    sha256
    662a24bdc161…
  • VPX script

    vpx-script.lotr-hanibal-4k

    Embedded script extracted from Lord of the Rings (stern 2003) Hanibal 4k.vpx with vpxtool, 52,034 bytes; cGameName = "lotr". Runtime and mechanism-causality authority.

    external:pinmame-vpx-sources/stern/lord-of-the-rings-2003/alt-hanibal-4k/Lord%20of%20the%20Rings%20(stern%202003)%20Hanibal%204k.vbs
    by
    Hanibal
    sha256
    a37d9e5cec70…

Something wrong or missing?

This definition still has 4 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