Metallica Premium / Limited Edition

Author ready

Stern2013SAMstern.metallica-premium-limited-edition.2013 1 of 2 editions

Wire it up

what an authoring tool needs first
Bind this ROM
mtl_180h

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

Controller platform
pinmame.sam

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

Displays
  • Dot-matrix display128×32
Address space
Switches
-7–88 (88)
Solenoids
1–58 (41)
Lamps
1–136 (132)
GI
0–0 (1)
DIP
1–8 (8)

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

Ball positions at start
18Trough 4 left19Trough 320Trough 221Trough 1 right eject22Shooter lane jam23Shooter lane57Coffin opto 1 bottom58Coffin opto 2 middle59Coffin opto 3 top

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

Cabinet & flipper inputs
84flipper.lower.left.button83flipper.lower.left.eos82flipper.lower.right.button81flipper.lower.right.eos15cabinet.tournament16cabinet.start65cabinet.coin.left66cabinet.coin.center67cabinet.coin.right68cabinet.coin.fourth69cabinet.coin.fifth-7cabinet.tilt-6cabinet.slam-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

211 placements · 28 stacked · normalised player view · outline is nominal

1 Left return lane right3 Fuel lane rollover4 Fuel lane standup7 Fuel standup bottom9 Fuel standup top18 Trough 4 left19 Trough 320 Trough 2221 Trough 1 right eject · 1 Trough up-kicker22 Shooter lane jam223 Shooter lane · 2 Auto launch24 Left outlane25 Left return lane left326 Left slingshot · 13 Left slingshot · 134 White upper GI327 Right slingshot · 14 Right slingshot · 134 White upper GI28 Right return lane29 Right outlane330 Left pop bumper · 9 Left pop bumper · 75 Left pop bumper331 Right pop bumper · 10 Right pop bumper · 74 Right pop bumper332 Bottom pop bumper · 11 Bottom pop bumper · 73 Bottom pop bumper433 Grave marker down · 34 Grave marker up · 3 Grave marker magnet · 20 Grave marker motor35 Electric chair standup36 Grave lane standup 1 left37 Grave lane standup 2 right238 Left loop spinner · 49 Left loop Electric Chair439 Right loop spinner · 99 CN9 RGB blue · 100 CN9 RGB green · 101 CN9 RGB red40 Right ramp standup left41 Right ramp standup right42 Captive ball43 Left loop44 Left top lane45 Right top lane46 Right loop47 Right ramp exit50 Left ramp exit351 Right eject scoop · 6 Right eject scoop · 24 Crank It Up52 Grave marker opto53 Electric chair opto254 Snake eject · 5 Snake eject455 Snake jaw open · 56 Snake latch · 12 Snake jaw latch release · 56 Snake jaw close57 Coffin opto 1 bottom258 Coffin opto 2 middle · 31 Coffin insert double flasher59 Coffin opto 3 top60 Drop target bottom261 Drop target middle · 54 Drop targets reset62 Drop target top363 Coffin magnet ball detect · 64 Coffin magnet down · 52 Coffin magnet down283 Left flipper end-of-stroke · 15 Left flipper281 Right flipper end-of-stroke · 16 Right flipper4 Electric chair magnet18 Electric chair step-up driver19 Grave marker primary flasher23 Left ramp flasher25 Pop bumper flasher26 Grave marker double flasher26 Grave marker double flasher27 Electric chair double flasher27 Electric chair double flasher28 Electric chair spot double flasher28 Electric chair spot double flasher29 Right ramp flasher30 Snake flasher232 Electric chair insert flasher · 21 Electric Chair51 Coffin lock release53 Hammer55 Loop up post17 Right loop Electric Chair18 Right loop Snake19 Right loop Grave Marker22 Snake23 Extra Ball25 Mystery x226 Right return lane27 Right outlane28 Right ramp Electric Chair29 Right ramp Snake30 Right ramp Grave Marker31 Right ramp standup right32 Right ramp standup left33 Left ramp Electric Chair34 Left ramp Snake35 Left ramp Grave Marker37 Fuel F38 Fuel 3/439 Fuel 1/240 Fuel 1/441 Fuel E42 Left return lane in43 Fuel lane award 144 Fuel lane award 245 Fuel lane award 346 Grave lane Grave Marker47 Grave lane Snake48 Grave lane Electric Chair50 Left loop Snake51 Left loop Grave Marker53 Shoot Again x255 Guitar Pick James56 Guitar Pick Lars57 Guitar Pick Kirk58 Guitar Pick Robert59 Grave Marker end-of-line60 Electric Chair end-of-line61 Coffin end-of-line62 Snake end-of-line63 Left outlane64 Left return lane left65 Grave lane standup right66 Left top lane67 Right top lane68 Electric Chair 1 left69 Electric Chair 2 center70 Electric Chair 3 right71 Grave lane standup left77 Fuel L78 Fuel E final79 Fuel U80 Fuel F final387 CN4 RGB blue · 88 CN4 RGB green · 89 CN4 RGB red390 CN5 RGB blue · 91 CN5 RGB green · 92 CN5 RGB red3102 CN11 RGB blue · 103 CN11 RGB green · 104 CN11 RGB red3108 CN13 RGB blue · 109 CN13 RGB green · 110 CN13 RGB red3126 CN19 RGB blue · 127 CN19 RGB green · 128 CN19 RGB red130 Red GI130 Red GI130 Red GI2130 Red GI · 132 Blue GI2130 Red GI · 136 White playfield GI2130 Red GI · 136 White playfield GI2130 Red GI · 136 White playfield GI130 Red GI130 Red GI130 Red GI132 Blue GI132 Blue GI132 Blue GI132 Blue GI132 Blue GI132 Blue GI132 Blue GI132 Blue GI132 Blue GI132 Blue GI134 White upper GI134 White upper GI134 White upper GI136 White playfield GI136 White playfield GI136 White playfield GI136 White playfield GI136 White playfield GI136 White playfield GI136 White playfield GI136 White playfield GI136 White playfield GI136 White playfield GI136 White playfield GI136 White playfield GI136 White playfield GI136 White playfield GI136 White playfield GI136 White playfield GI136 White playfield GI136 White playfield GI136 White playfield GI

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 playfield137
  • sensorsenses the ball52
  • effectmoves the ball22
  • nStackseveral devices in one spot28
164 devices shown

Not on the playfield72 unused, 25 cabinet or service, 8 dip switch, 3 virtual, 1 internal nonvisual — declared rather than missing.

Coverage

Author ready

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

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

Switches

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

88 addresses

Switch map

Sequential addresses, grouped in columns of eight.

used unused
 
+0
+1
+2
+3
+4
+5
+6
+7
1–8
9–16
17–24
25–32
33–40
41–48
49–56
57–64
65–72
73–80
81–88
Hover or tap an address to identify it.

Outside the matrix-7, -6, -5, -4, -3, -2, -1, 0 — dedicated, diagnostic or flipper-column addresses. See the table below.

88 shown
# Name Device ID Role Wiring Evidence
-7
Pendulum tilt
Tilt
switch.pendulum-tilt
cabinet.tilt
validated
-6
Slam tiltNCopt
Tilt
switch.slam-tilt
cabinet.slam-tilt
validated
-5
Ticket notchopt
Microswitch
switch.ticket-notch
service.ticket
validated
-4
Unused dedicated switch D20
switch.unused-dedicated-switch-d20
validated
-3
Coin-door Back button
Button
switch.coin-door-back-button
service.back
validated
-2
Coin-door Minus button
Button
switch.coin-door-minus-button
service.down
validated
-1
Coin-door Plus button
Button
switch.coin-door-plus-button
service.up
validated
0
Coin-door Select button
Button
switch.coin-door-select-button
service.enter
validated
1
Left return lane right
Leaf
switch.left-return-lane-right
J1-P1GRN-BRN
J6-P9WHT-BRN
CPU/Sound board
validated
2
Unused matrix switch 2
switch.unused-matrix-switch-2
J1-P1GRN-BRN
J6-P8WHT-RED
CPU/Sound board
validated
3
Fuel lane rollover
Leaf
switch.fuel-lane-rollover
J1-P1GRN-BRN
J6-P7WHT-ORG
CPU/Sound board
validated
4
Fuel lane standup
Microswitch
switch.fuel-lane-standup
J1-P1GRN-BRN
J6-P6WHT-YEL
CPU/Sound board
validated
5
Unused matrix switch 5
switch.unused-matrix-switch-5
J1-P1GRN-BRN
J6-P5WHT-GRN
CPU/Sound board
validated
6
Unused matrix switch 6
switch.unused-matrix-switch-6
J1-P1GRN-BRN
J6-P3WHT-BLU
CPU/Sound board
validated
7
Fuel standup bottom
Microswitch
switch.fuel-standup-bottom
J1-P1GRN-BRN
J6-P2WHT-VIO
CPU/Sound board
validated
8
Unused matrix switch 8
switch.unused-matrix-switch-8
J1-P1GRN-BRN
J6-P1WHT-GRY
CPU/Sound board
validated
9
Fuel standup top
Microswitch
switch.fuel-standup-top
J1-P1GRN-BRN
J12-P9TAN-BLK
CPU/Sound board
validated
10
Unused matrix switch 10
switch.unused-matrix-switch-10
J1-P1GRN-BRN
J12-P8TAN-RED
CPU/Sound board
validated
11
Unused matrix switch 11
switch.unused-matrix-switch-11
J1-P1GRN-BRN
J12-P7TAN-ORG
CPU/Sound board
validated
12
Unused matrix switch 12
switch.unused-matrix-switch-12
J1-P1GRN-BRN
J12-P6TAN-YEL
CPU/Sound board
validated
13
Unused matrix switch 13
switch.unused-matrix-switch-13
J1-P1GRN-BRN
J12-P4TAN-GRN
CPU/Sound board
validated
14
Unused matrix switch 14
switch.unused-matrix-switch-14
J1-P1GRN-BRN
J12-P3TAN-BLU
CPU/Sound board
validated
15
Tournament start
Button
switch.tournament-start
cabinet.tournament
J1-P1GRN-BRN
J12-P2TAN-VIO
CPU/Sound board
validated
16
Start
Button
switch.start
cabinet.start
J1-P1GRN-BRN
J12-P1TAN-WHT
CPU/Sound board
validated
17
Unused matrix switch 17
switch.unused-matrix-switch-17
J1-P3GRN-RED
J6-P9WHT-BRN
CPU/Sound board
validated
18
Trough 4 left
Microswitch
switch.trough-4-left
ball.position
J1-P3GRN-RED
J6-P8WHT-RED
CPU/Sound board
validated
19
Trough 3
Microswitch
switch.trough-3
ball.position
J1-P3GRN-RED
J6-P7WHT-ORG
CPU/Sound board
validated
20
Trough 2
Microswitch
switch.trough-2
ball.position
J1-P3GRN-RED
J6-P6WHT-YEL
CPU/Sound board
validated
21
Trough 1 right eject
Microswitch
switch.trough-1-right-eject
ball.position
J1-P3GRN-RED
J6-P5WHT-GRN
CPU/Sound board
validated
22
Shooter lane jam
Opto
switch.shooter-lane-jam
ball.position
J1-P3GRN-RED
J6-P3WHT-BLU
CPU/Sound board
validated
23
Shooter lane
Microswitch
switch.shooter-lane
ball.position
J1-P3GRN-RED
J6-P2WHT-VIO
CPU/Sound board
validated
24
Left outlane
Leaf
switch.left-outlane
J1-P3GRN-RED
J6-P1WHT-GRY
CPU/Sound board
validated
25
Left return lane left
Leaf
switch.left-return-lane-left
J1-P3GRN-RED
J12-P9TAN-BLK
CPU/Sound board
validated
26
Left slingshot
Leaf
switch.left-slingshot
J1-P3GRN-RED
J12-P8TAN-RED
CPU/Sound board
validated
27
Right slingshot
Leaf
switch.right-slingshot
J1-P3GRN-RED
J12-P7TAN-ORG
CPU/Sound board
validated
28
Right return lane
Leaf
switch.right-return-lane
J1-P3GRN-RED
J12-P6TAN-YEL
CPU/Sound board
validated
29
Right outlane
Leaf
switch.right-outlane
J1-P3GRN-RED
J12-P4TAN-GRN
CPU/Sound board
validated
30
Left pop bumper
Leaf
switch.left-pop-bumper
J1-P3GRN-RED
J12-P3TAN-BLU
CPU/Sound board
validated
31
Right pop bumper
Leaf
switch.right-pop-bumper
J1-P3GRN-RED
J12-P2TAN-VIO
CPU/Sound board
validated
32
Bottom pop bumper
Leaf
switch.bottom-pop-bumper
J1-P3GRN-RED
J12-P1TAN-WHT
CPU/Sound board
validated
33
Grave marker down
Microswitch
switch.grave-marker-down
position.down
J1-P4GRN-ORG
J6-P9WHT-BRN
CPU/Sound board
validated
34
Grave marker up
Microswitch
switch.grave-marker-up
position.up
J1-P4GRN-ORG
J6-P8WHT-RED
CPU/Sound board
validated
35
Electric chair standup
Microswitch
switch.electric-chair-standup
J1-P4GRN-ORG
J6-P7WHT-ORG
CPU/Sound board
validated
36
Grave lane standup 1 left
Microswitch
switch.grave-lane-standup-1-left
J1-P4GRN-ORG
J6-P6WHT-YEL
CPU/Sound board
validated
37
Grave lane standup 2 right
Microswitch
switch.grave-lane-standup-2-right
J1-P4GRN-ORG
J6-P5WHT-GRN
CPU/Sound board
validated
38
Left loop spinner
Other
switch.left-loop-spinner
J1-P4GRN-ORG
J6-P3WHT-BLU
CPU/Sound board
validated
39
Right loop spinner
Other
switch.right-loop-spinner
J1-P4GRN-ORG
J6-P2WHT-VIO
CPU/Sound board
validated
40
Right ramp standup left
Microswitch
switch.right-ramp-standup-left
J1-P4GRN-ORG
J6-P1WHT-GRY
CPU/Sound board
validated
41
Right ramp standup right
Microswitch
switch.right-ramp-standup-right
J1-P4GRN-ORG
J12-P9TAN-BLK
CPU/Sound board
validated
42
Captive ball
Leaf
switch.captive-ball
J1-P4GRN-ORG
J12-P8TAN-RED
CPU/Sound board
validated
43
Left loop
Leaf
switch.left-loop
J1-P4GRN-ORG
J12-P7TAN-ORG
CPU/Sound board
validated
44
Left top lane
Leaf
switch.left-top-lane
J1-P4GRN-ORG
J12-P6TAN-YEL
CPU/Sound board
validated
45
Right top lane
Leaf
switch.right-top-lane
J1-P4GRN-ORG
J12-P4TAN-GRN
CPU/Sound board
validated
46
Right loop
Leaf
switch.right-loop
J1-P4GRN-ORG
J12-P3TAN-BLU
CPU/Sound board
validated
47
Right ramp exit
Opto
switch.right-ramp-exit
J1-P4GRN-ORG
J12-P2TAN-VIO
CPU/Sound board
validated
48
Unused matrix switch 48
switch.unused-matrix-switch-48
J1-P4GRN-ORG
J12-P1TAN-WHT
CPU/Sound board
validated
49
Unused matrix switch 49
switch.unused-matrix-switch-49
J1-P5GRN-YEL
J6-P9WHT-BRN
CPU/Sound board
validated
50
Left ramp exit
Opto
switch.left-ramp-exit
J1-P5GRN-YEL
J6-P8WHT-RED
CPU/Sound board
validated
51
Right eject scoop
Microswitch
switch.right-eject-scoop
ball.loaded
J1-P5GRN-YEL
J6-P7WHT-ORG
CPU/Sound board
validated
52
Grave marker opto
Opto
switch.grave-marker-opto
ball.loaded
J1-P5GRN-YEL
J6-P6WHT-YEL
CPU/Sound board
validated
53
Electric chair opto
Opto
switch.electric-chair-opto
ball.loaded
J1-P5GRN-YEL
J6-P5WHT-GRN
CPU/Sound board
validated
54
Snake eject
Microswitch
switch.snake-eject
ball.loaded
J1-P5GRN-YEL
J6-P3WHT-BLU
CPU/Sound board
validated
55
Snake jaw open
Microswitch
switch.snake-jaw-open
position.open
J1-P5GRN-YEL
J6-P2WHT-VIO
CPU/Sound board
validated
56
Snake latch
Microswitch
switch.snake-latch
position.latched
J1-P5GRN-YEL
J6-P1WHT-GRY
CPU/Sound board
validated
57
Coffin opto 1 bottom
Opto
switch.coffin-opto-1-bottom
ball.position
J1-P5GRN-YEL
J12-P9TAN-BLK
CPU/Sound board
validated
58
Coffin opto 2 middle
Opto
switch.coffin-opto-2-middle
ball.position
J1-P5GRN-YEL
J12-P8TAN-RED
CPU/Sound board
validated
59
Coffin opto 3 top
Opto
switch.coffin-opto-3-top
ball.position
J1-P5GRN-YEL
J12-P7TAN-ORG
CPU/Sound board
validated
60
Drop target bottomNC
Microswitch
switch.drop-target-bottom
position.down
J1-P5GRN-YEL
J12-P6TAN-YEL
CPU/Sound board
validated
61
Drop target middleNC
Microswitch
switch.drop-target-middle
position.down
J1-P5GRN-YEL
J12-P4TAN-GRN
CPU/Sound board
validated
62
Drop target topNC
Microswitch
switch.drop-target-top
position.down
J1-P5GRN-YEL
J12-P3TAN-BLU
CPU/Sound board
validated
63
Coffin magnet ball detect
Other
switch.coffin-magnet-ball-detect
ball.detected
J1-P5GRN-YEL
J12-P2TAN-VIO
CPU/Sound board
validated
64
Coffin magnet down
Microswitch
switch.coffin-magnet-down
position.down
J1-P5GRN-YEL
J12-P1TAN-WHT
CPU/Sound board
validated
65
Left coin chute
Button
switch.left-coin-chute
cabinet.coin.left
validated
66
Center coin chute
Button
switch.center-coin-chute
cabinet.coin.center
validated
67
Right coin chute
Button
switch.right-coin-chute
cabinet.coin.right
validated
68
Fourth coin chuteopt
Button
switch.fourth-coin-chute
cabinet.coin.fourth
validated
69
Fifth coin chuteopt
Button
switch.fifth-coin-chute
cabinet.coin.fifth
validated
70
Unused dedicated switch D6
switch.unused-dedicated-switch-d6
validated
71
Unused dedicated switch D7
switch.unused-dedicated-switch-d7
validated
72
Unused dedicated switch D8
switch.unused-dedicated-switch-d8
validated
81
Right flipper end-of-strokeNC
Leaf
switch.right-flipper-end-of-stroke
flipper.lower.right.eos
validated
82
Right flipper button
Button
switch.right-flipper-button
flipper.lower.right.button
validated
83
Left flipper end-of-strokeNC
Leaf
switch.left-flipper-end-of-stroke
flipper.lower.left.eos
validated
84
Left flipper button
Button
switch.left-flipper-button
flipper.lower.left.button
validated
85
Unused dedicated switch D16
switch.unused-dedicated-switch-d16
validated
86
Unused dedicated switch D15
switch.unused-dedicated-switch-d15
validated
87
Unused dedicated switch D14
switch.unused-dedicated-switch-d14
validated
88
Unused dedicated switch D13
switch.unused-dedicated-switch-d13
validated

Controlled devices

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

Coils, magnets & motors

29
29 shown
# Name Device ID Kind Role Wiring Evidence
1
Trough up-kicker
device.trough-up-kicker Coil
Q1BRN-BLK
I/O Power Driver board
validated
2
Auto launch
device.auto-launch Coil
Q2BRN-RED
I/O Power Driver board
validated
3
Grave marker magnet
device.grave-marker-magnet Magnet
Q3BRN-ORG
I/O Power Driver board
validated
4
Electric chair magnet
device.electric-chair-magnet Magnet
Q4BRN-YEL
I/O Power Driver board
validated
5
Snake eject
device.snake-eject Coil
Q5BRN-GRN
I/O Power Driver board
validated
6
Right eject scoop
device.right-eject-scoop Coil
Q6BRN-BLU
I/O Power Driver board
validated
7
Unused main output 7
device.unused-main-output-7 Coil
Q7BRN-VIO
I/O Power Driver board
validated
8
Shaker motoropt
device.shaker-motor Motor
cabinet.shaker
Q8BRN-GRY
I/O Power Driver board
validated
9
Left pop bumper
device.left-pop-bumper Coil
Q9BLU-BRN
I/O Power Driver board
validated
10
Right pop bumper
device.right-pop-bumper Coil
Q10BLU-RED
I/O Power Driver board
validated
11
Bottom pop bumper
device.bottom-pop-bumper Coil
Q11BLU-ORG
I/O Power Driver board
validated
12
Snake jaw latch release
device.snake-jaw-latch-release Coil
Q12BLU-YEL
I/O Power Driver board
validated
13
Left slingshot
device.left-slingshot Coil
Q13BLU-GRN
I/O Power Driver board
validated
14
Right slingshot
device.right-slingshot Coil
Q14BLU-BLU
I/O Power Driver board
validated
15
Left flipper
device.left-flipper Coil
Q15ORG-GRY
I/O Power Driver board
validated
16
Right flipper
device.right-flipper Coil
Q16ORG-VIO
I/O Power Driver board
validated
17
Unused main output 17
device.unused-main-output-17 Coil
Q17VIO-BRN
I/O Power Driver board
validated
18
Electric chair step-up driver
device.electric-chair-step-up-driver Coil
Q18VIO-RED
I/O Power Driver board
validated
20
Grave marker motor
device.grave-marker-motor Motor
Q20VIO-YEL
I/O Power Driver board
validated
24
Coin meteropt
device.coin-meter Coil
cabinet.coin-meter
Q24VIO-GRY
I/O Power Driver board
validated
33
Ticket dispenser advanceopt
device.ticket-dispenser-advance Coil
service.ticket
validated
34
Ticket dispenser meteropt
device.ticket-dispenser-meter Coil
service.ticket
validated
35
Ticket dispenser switched groundopt
device.ticket-dispenser-switched-ground Relay
service.ticket
validated
51
Coffin lock release
device.coffin-lock-release Coil
Q41
520-5326-01 six-transistor auxiliary driver board
validated
52
Coffin magnet down
device.coffin-magnet-down Coil
Q42
520-5326-01 six-transistor auxiliary driver board
validated
53
Hammer
device.hammer Coil
Q43
520-5326-01 six-transistor auxiliary driver board
validated
54
Drop targets reset
device.drop-targets-reset Coil
Q44
520-5326-01 six-transistor auxiliary driver board
validated
55
Loop up post
device.loop-up-post Coil
Q45
520-5326-01 six-transistor auxiliary driver board
validated
56
Snake jaw close
device.snake-jaw-close Coil
Q46
520-5326-01 six-transistor auxiliary driver board
validated

Flashers

12
12 shown
# Name Device ID Role Wiring Evidence
19
Grave marker primary flasher
device.grave-marker-primary-flasher
Q19VIO-ORG
I/O Power Driver board
validated
21
Back panel left flasher
device.back-panel-left-flasher
cabinet.rear-panel
Q21VIO-GRN
I/O Power Driver board
validated
22
Back panel right flasher
device.back-panel-right-flasher
cabinet.rear-panel
Q22VIO-BLU
I/O Power Driver board
validated
23
Left ramp flasher
device.left-ramp-flasher
Q23VIO-BLK
I/O Power Driver board
validated
25
Pop bumper flasher
device.pop-bumper-flasher
Q25BLK-BRN
I/O Power Driver board
validated
26
Grave marker double flasher
device.grave-marker-double-flasher
Q26BLK-RED
I/O Power Driver board
validated
27
Electric chair double flasher
device.electric-chair-double-flasher
Q27BLK-ORG
I/O Power Driver board
validated
28
Electric chair spot double flasher
device.electric-chair-spot-double-flasher
Q28BLK-YEL
I/O Power Driver board
validated
29
Right ramp flasher
device.right-ramp-flasher
Q29BLK-GRN
I/O Power Driver board
validated
30
Snake flasher
device.snake-flasher
Q30BLK-BLU
I/O Power Driver board
validated
31
Coffin insert double flasher
device.coffin-insert-double-flasher
Q31BLK-VIO
I/O Power Driver board
validated
32
Electric chair insert flasher
device.electric-chair-insert-flasher
Q32BLK-GRY
I/O Power Driver board
validated

Lamps

128

Lamp map

Sequential addresses, grouped in columns of eight.

used unused
 
+0
+1
+2
+3
+4
+5
+6
+7
1–8
9–16
17–24
25–32
33–40
41–48
49–56
57–64
65–72
73–80
81–88
89–96
97–104
105–112
113–120
121–128
Hover or tap an address to identify it.
128 shown
# Name Device ID Kind Role Wiring Evidence
1
Unused lamp 1
lamp.unused-lamp-1 Lamp
I/O Power Driver board lamp matrix
validated
2
Unused lamp 2
lamp.unused-lamp-2 Lamp
I/O Power Driver board lamp matrix
validated
3
Unused lamp 3
lamp.unused-lamp-3 Lamp
I/O Power Driver board lamp matrix
validated
4
Unused lamp 4
lamp.unused-lamp-4 Lamp
I/O Power Driver board lamp matrix
validated
5
Unused lamp 5
lamp.unused-lamp-5 Lamp
I/O Power Driver board lamp matrix
validated
6
Unused lamp 6
lamp.unused-lamp-6 Lamp
I/O Power Driver board lamp matrix
validated
7
Unused lamp 7
lamp.unused-lamp-7 Lamp
I/O Power Driver board lamp matrix
validated
8
Unused lamp 8
lamp.unused-lamp-8 Lamp
I/O Power Driver board lamp matrix
validated
9
Unused lamp 9
lamp.unused-lamp-9 Lamp
I/O Power Driver board lamp matrix
validated
10
Unused lamp 10
lamp.unused-lamp-10 Lamp
I/O Power Driver board lamp matrix
validated
11
Unused lamp 11
lamp.unused-lamp-11 Lamp
I/O Power Driver board lamp matrix
validated
12
Unused lamp 12
lamp.unused-lamp-12 Lamp
I/O Power Driver board lamp matrix
validated
13
Unused lamp 13
lamp.unused-lamp-13 Lamp
I/O Power Driver board lamp matrix
validated
14
Unused lamp 14
lamp.unused-lamp-14 Lamp
I/O Power Driver board lamp matrix
validated
15
Unused lamp 15
lamp.unused-lamp-15 Lamp
I/O Power Driver board lamp matrix
validated
16
Unused lamp 16
lamp.unused-lamp-16 Lamp
I/O Power Driver board lamp matrix
validated
17
Right loop Electric Chair
lamp.right-loop-electric-chair Lamp
I/O Power Driver board lamp matrix
validated
18
Right loop Snake
lamp.right-loop-snake Lamp
I/O Power Driver board lamp matrix
validated
19
Right loop Grave Marker
lamp.right-loop-grave-marker Lamp
I/O Power Driver board lamp matrix
validated
20
Unused lamp 20
lamp.unused-lamp-20 Lamp
I/O Power Driver board lamp matrix
validated
21
Electric Chair
lamp.electric-chair Lamp
I/O Power Driver board lamp matrix
validated
22
Snake
lamp.snake Lamp
I/O Power Driver board lamp matrix
validated
23
Extra Ball
lamp.extra-ball Lamp
I/O Power Driver board lamp matrix
validated
24
Crank It Up
lamp.crank-it-up Lamp
I/O Power Driver board lamp matrix
validated
25
Mystery x2
lamp.mystery-x2 Lamp
I/O Power Driver board lamp matrix
validated
26
Right return lane
lamp.right-return-lane Lamp
I/O Power Driver board lamp matrix
validated
27
Right outlane
lamp.right-outlane Lamp
I/O Power Driver board lamp matrix
validated
28
Right ramp Electric Chair
lamp.right-ramp-electric-chair Lamp
I/O Power Driver board lamp matrix
validated
29
Right ramp Snake
lamp.right-ramp-snake Lamp
I/O Power Driver board lamp matrix
validated
30
Right ramp Grave Marker
lamp.right-ramp-grave-marker Lamp
I/O Power Driver board lamp matrix
validated
31
Right ramp standup right
lamp.right-ramp-standup-right Lamp
I/O Power Driver board lamp matrix
validated
32
Right ramp standup left
lamp.right-ramp-standup-left Lamp
I/O Power Driver board lamp matrix
validated
33
Left ramp Electric Chair
lamp.left-ramp-electric-chair Lamp
I/O Power Driver board lamp matrix
validated
34
Left ramp Snake
lamp.left-ramp-snake Lamp
I/O Power Driver board lamp matrix
validated
35
Left ramp Grave Marker
lamp.left-ramp-grave-marker Lamp
I/O Power Driver board lamp matrix
validated
36
Unused lamp 36
lamp.unused-lamp-36 Lamp
I/O Power Driver board lamp matrix
validated
37
Fuel F
lamp.fuel-f Lamp
I/O Power Driver board lamp matrix
validated
38
Fuel 3/4
lamp.fuel-3-4 Lamp
I/O Power Driver board lamp matrix
validated
39
Fuel 1/2
lamp.fuel-1-2 Lamp
I/O Power Driver board lamp matrix
validated
40
Fuel 1/4
lamp.fuel-1-4 Lamp
I/O Power Driver board lamp matrix
validated
41
Fuel E
lamp.fuel-e Lamp
I/O Power Driver board lamp matrix
validated
42
Left return lane in
lamp.left-return-lane-in Lamp
I/O Power Driver board lamp matrix
validated
43
Fuel lane award 1
lamp.fuel-lane-award-1 Lamp
I/O Power Driver board lamp matrix
validated
44
Fuel lane award 2
lamp.fuel-lane-award-2 Lamp
I/O Power Driver board lamp matrix
validated
45
Fuel lane award 3
lamp.fuel-lane-award-3 Lamp
I/O Power Driver board lamp matrix
validated
46
Grave lane Grave Marker
lamp.grave-lane-grave-marker Lamp
I/O Power Driver board lamp matrix
validated
47
Grave lane Snake
lamp.grave-lane-snake Lamp
I/O Power Driver board lamp matrix
validated
48
Grave lane Electric Chair
lamp.grave-lane-electric-chair Lamp
I/O Power Driver board lamp matrix
validated
49
Left loop Electric Chair
lamp.left-loop-electric-chair Lamp
I/O Power Driver board lamp matrix
validated
50
Left loop Snake
lamp.left-loop-snake Lamp
I/O Power Driver board lamp matrix
validated
51
Left loop Grave Marker
lamp.left-loop-grave-marker Lamp
I/O Power Driver board lamp matrix
validated
52
Unused lamp 52
lamp.unused-lamp-52 Lamp
I/O Power Driver board lamp matrix
validated
53
Shoot Again x2
lamp.shoot-again-x2 Lamp
I/O Power Driver board lamp matrix
validated
54
Unused lamp 54
lamp.unused-lamp-54 Lamp
I/O Power Driver board lamp matrix
validated
55
Guitar Pick James
lamp.guitar-pick-james Lamp
I/O Power Driver board lamp matrix
validated
56
Guitar Pick Lars
lamp.guitar-pick-lars Lamp
I/O Power Driver board lamp matrix
validated
57
Guitar Pick Kirk
lamp.guitar-pick-kirk Lamp
I/O Power Driver board lamp matrix
validated
58
Guitar Pick Robert
lamp.guitar-pick-robert Lamp
I/O Power Driver board lamp matrix
validated
59
Grave Marker end-of-line
lamp.grave-marker-end-of-line Lamp
I/O Power Driver board lamp matrix
validated
60
Electric Chair end-of-line
lamp.electric-chair-end-of-line Lamp
I/O Power Driver board lamp matrix
validated
61
Coffin end-of-line
lamp.coffin-end-of-line Lamp
I/O Power Driver board lamp matrix
validated
62
Snake end-of-line
lamp.snake-end-of-line Lamp
I/O Power Driver board lamp matrix
validated
63
Left outlane
lamp.left-outlane Lamp
I/O Power Driver board lamp matrix
validated
64
Left return lane left
lamp.left-return-lane-left Lamp
I/O Power Driver board lamp matrix
validated
65
Grave lane standup right
lamp.grave-lane-standup-right Lamp
I/O Power Driver board lamp matrix
validated
66
Left top lane
lamp.left-top-lane Lamp
I/O Power Driver board lamp matrix
validated
67
Right top lane
lamp.right-top-lane Lamp
I/O Power Driver board lamp matrix
validated
68
Electric Chair 1 left
lamp.electric-chair-1-left Lamp
I/O Power Driver board lamp matrix
validated
69
Electric Chair 2 center
lamp.electric-chair-2-center Lamp
I/O Power Driver board lamp matrix
validated
70
Electric Chair 3 right
lamp.electric-chair-3-right Lamp
I/O Power Driver board lamp matrix
validated
71
Grave lane standup left
lamp.grave-lane-standup-left Lamp
I/O Power Driver board lamp matrix
validated
72
Start
lamp.start Lamp
cabinet.start
I/O Power Driver board lamp matrix
validated
73
Bottom pop bumper
lamp.bottom-pop-bumper Lamp
I/O Power Driver board lamp matrix
validated
74
Right pop bumper
lamp.right-pop-bumper Lamp
I/O Power Driver board lamp matrix
validated
75
Left pop bumper
lamp.left-pop-bumper Lamp
I/O Power Driver board lamp matrix
validated
76
Tournament start
lamp.tournament-start Lamp
cabinet.tournament
I/O Power Driver board lamp matrix
validated
77
Fuel L
lamp.fuel-l Lamp
I/O Power Driver board lamp matrix
validated
78
Fuel E final
lamp.fuel-e-final Lamp
I/O Power Driver board lamp matrix
validated
79
Fuel U
lamp.fuel-u Lamp
I/O Power Driver board lamp matrix
validated
80
Fuel F final
lamp.fuel-f-final Lamp
I/O Power Driver board lamp matrix
validated
81
Unused RGB driver channel 81
lamp.unused-81 Lamp
validated
82
Unused RGB driver channel 82
lamp.unused-82 Lamp
validated
83
Unused RGB driver channel 83
lamp.unused-83 Lamp
validated
84
Unused RGB driver channel 84
lamp.unused-84 Lamp
validated
85
Unused RGB driver channel 85
lamp.unused-85 Lamp
validated
86
Unused RGB driver channel 86
lamp.unused-86 Lamp
validated
87
CN4 RGB blue
lamp.cn4-blue RGB lamp
520-5331-00 RGB/GI driver board
validated
88
CN4 RGB green
lamp.cn4-green RGB lamp
520-5331-00 RGB/GI driver board
validated
89
CN4 RGB red
lamp.cn4-red RGB lamp
520-5331-00 RGB/GI driver board
validated
90
CN5 RGB blue
lamp.cn5-blue RGB lamp
520-5331-00 RGB/GI driver board
validated
91
CN5 RGB green
lamp.cn5-green RGB lamp
520-5331-00 RGB/GI driver board
validated
92
CN5 RGB red
lamp.cn5-red RGB lamp
520-5331-00 RGB/GI driver board
validated
93
Unused RGB driver channel 93
lamp.unused-93 Lamp
validated
94
Unused RGB driver channel 94
lamp.unused-94 Lamp
validated
95
Unused RGB driver channel 95
lamp.unused-95 Lamp
validated
96
Unused RGB driver channel 96
lamp.unused-96 Lamp
validated
97
Unused RGB driver channel 97
lamp.unused-97 Lamp
validated
98
Unused RGB driver channel 98
lamp.unused-98 Lamp
validated
99
CN9 RGB blue
lamp.cn9-blue RGB lamp
520-5331-00 RGB/GI driver board
validated
100
CN9 RGB green
lamp.cn9-green RGB lamp
520-5331-00 RGB/GI driver board
validated
101
CN9 RGB red
lamp.cn9-red RGB lamp
520-5331-00 RGB/GI driver board
validated
102
CN11 RGB blue
lamp.cn11-blue RGB lamp
520-5331-00 RGB/GI driver board
validated
103
CN11 RGB green
lamp.cn11-green RGB lamp
520-5331-00 RGB/GI driver board
validated
104
CN11 RGB red
lamp.cn11-red RGB lamp
520-5331-00 RGB/GI driver board
validated
105
Unused RGB driver channel 105
lamp.unused-105 Lamp
validated
106
Unused RGB driver channel 106
lamp.unused-106 Lamp
validated
107
Unused RGB driver channel 107
lamp.unused-107 Lamp
validated
108
CN13 RGB blue
lamp.cn13-blue RGB lamp
520-5331-00 RGB/GI driver board
validated
109
CN13 RGB green
lamp.cn13-green RGB lamp
520-5331-00 RGB/GI driver board
validated
110
CN13 RGB red
lamp.cn13-red RGB lamp
520-5331-00 RGB/GI driver board
validated
111
Unused RGB driver channel 111
lamp.unused-111 Lamp
validated
112
Unused RGB driver channel 112
lamp.unused-112 Lamp
validated
113
Unused RGB driver channel 113
lamp.unused-113 Lamp
validated
114
Unused RGB driver channel 114
lamp.unused-114 Lamp
validated
115
Unused RGB driver channel 115
lamp.unused-115 Lamp
validated
116
Unused RGB driver channel 116
lamp.unused-116 Lamp
validated
117
Unused RGB driver channel 117
lamp.unused-117 Lamp
validated
118
Unused RGB driver channel 118
lamp.unused-118 Lamp
validated
119
Unused RGB driver channel 119
lamp.unused-119 Lamp
validated
120
Unused RGB driver channel 120
lamp.unused-120 Lamp
validated
121
Unused RGB driver channel 121
lamp.unused-121 Lamp
validated
122
Unused RGB driver channel 122
lamp.unused-122 Lamp
validated
123
Unused RGB driver channel 123
lamp.unused-123 Lamp
validated
124
Unused RGB driver channel 124
lamp.unused-124 Lamp
validated
125
Unused RGB driver channel 125
lamp.unused-125 Lamp
validated
126
CN19 RGB blue
lamp.cn19-blue RGB lamp
520-5331-00 RGB/GI driver board
validated
127
CN19 RGB green
lamp.cn19-green RGB lamp
520-5331-00 RGB/GI driver board
validated
128
CN19 RGB red
lamp.cn19-red RGB lamp
520-5331-00 RGB/GI driver board
validated

General illumination

5
5 shown
# Name Device ID Role Wiring Evidence
0
General illumination aggregate
gi.general-illumination
internal.compatibility
validated
130
Red GI
gi.red-gi
520-5331-00 RGB/GI driver board
validated
132
Blue GI
gi.blue-gi
520-5331-00 RGB/GI driver board
validated
134
White upper GI
gi.white-upper-gi
520-5331-00 RGB/GI driver board
validated
136
White playfield GI
gi.white-playfield-gi
520-5331-00 RGB/GI driver board
validated

Virtual & other outputs

3
3 shown
# Name Device ID Wiring Evidence
33
PinMAME SAM game-on state
virtual.game-on
validated
57
Coffin processor D0 mode bit
device.coffin-processor-d0-mode-bit
D0
520-6801-00 coffin magnet processor board
validated
58
Coffin processor D1 mode bit
device.coffin-processor-d1-mode-bit
D1
520-6801-00 coffin magnet processor board
validated

Configuration & other inputs

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

Mechanisms

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

Auto launcher

mechanism.auto-launcher

Kicker

Output 2 launches a ball held at shooter-lane switch 23; the proven script uses power 55.

Right eject scoop

mechanism.right-eject

Kicker

Switch 51 stays active while a ball is held. Output 6 ejects at approximately 39.5 degrees with strength 54 in the proven table.

Hammer and captive ball

mechanism.captive-ball-hammer

Toy

Output 53 swings the hammer through its unsensed stroke. Impacts on the captive-ball assembly pulse switch 42; the mechanism has no controller-facing hammer-position sensor.

Drives

Loop up post

mechanism.loop-post

Gate

Output 55 raises the loop post while enabled and releases it when disabled. The official auxiliary-board table and proven VPW callback agree; there is no controller-facing position switch.

Coffin magnet processor

mechanism.coffin-magnet

Toy

Output 52 lowers the magnet and asserts position switch 64. Processor outputs 57/58 are D0/D1: 00 is off, 10 is detect/hold for up to 10 seconds, 11 is detect with a 250 ms cadence, and 01 is a full-power centered grab for up to 1 second. Detection is reported on switch 63 only in detect/hold or detect mode.

Direct wiring

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

Recreation notes

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

Coverage
author-ready - complete physical inventory, public PinMAME bindings, custom mechanisms, recreation behavior, and spatial placements validated

Identity and evidence precedence

This definition covers the mtl_*h and mtl_*hc firmware family used by the Premium and Limited Edition playfields. Non-h drivers are the different Pro playfield and remain in a conspicuous partial record. The known-working Metallica Premium Monsters (Stern 2013) VPW 2.0.2.vbs is ground truth for controller callbacks, initial state, mechanism causality, timing, and active behavior. The official Stern manual governs physical inventory, wiring, assemblies, and service numbering. Pinned PinMAME source governs public custom-output serialization, board topology, DMD transport, and driver identity. The exact local VPX table resolves the final RGB connector-to-public-address mapping that cannot be recovered from lamp object names in the external script alone.

Controller topology

Metallica uses the Stern SAM CPU/Sound and I/O Power Driver boards, a 520-5326-01 six-transistor auxiliary board exposed as public solenoids 51-56, a 520-6801-00 coffin-magnet processor whose two public mode bits are 57/58, and one 520-5331-00 RGB/GI board exposing public lamp channels 81-128. Physical main outputs are 1-32. PinMAME public solenoid 33 is the synthetic SAM game-on state, while optional physical ticket functions retain service identities 33-35 in the untransported physical.output.ticket group. The native display is a 128x32 four-bit DMD; exact-ROM runtime observed PinMAME layout type 14.

Switch corrections and initial state

All matrix positions 1-64, dedicated D1-D24, and DIP inputs are explicit. The manual and working script establish switch 22 as the shooter-lane jam opto and 23 as the shooter lane; the old merged definition had these reversed. Switch 52 is the grave-marker opto and 53 is the electric-chair opto. The proven table creates four trough balls and initializes switches 18, 19, 20, and 21 active. Switch 22 is downstream and starts clear.

Lamps, RGB connectors, and GI

Standard lamps 1-80 follow the Premium service table; unused matrix addresses are explicit. The RGB/GI board's public addresses are not sequential by physical connector. Exact table timer bindings prove CN4 blue/green/red at 87/88/89, CN5 at 90/91/92, CN9 at 99/100/101, CN11 at 102/103/104, CN13 at 108/109/110, and CN19 at 126/127/128. Every other address from 81 through 128 is an unused controller channel for this playfield. GI uses public lamp addresses 130 red, 132 blue, 134 white upper, and 136 white playfield; group pinmame.output.gi/0 remains the aggregate compatibility state. All physical tri-color module centers are normalized from the exact working table and reconciled with the manual wiring map. Each RGB channel record shares its physical module point; never create one lamp per color channel.

Grave marker, electric chair, hammer, and drop bank

The grave marker is a motorized two-position assembly: output 20 moves it between down switch 33 and up switch 34, output 3 controls its ball magnet, and switch 52 is its opto. The electric chair uses magnet output 4, ball opto 53, standup 35, and Sparky step-up output 18. Output 53 swings the hammer without a position sensor; captive-ball impacts pulse switch 42. Drop switches 60-62 start raised and output 54 resets the complete three-bank.

Coffin lock and magnet processor

Optos 57-59 track three coffin lock positions and output 51 releases the lock post. Output 52 lowers the separate magnet and asserts position switch 64. The processor's public bits are output 57 as D0 and 58 as D1. The proven script defines 00 off, 10 detect/hold at reduced strength for up to 10 seconds, 11 detect on a 250 ms cadence, and 01 full centered grab for up to 1 second. Switch 63 reports ball presence only in detect/hold or detect mode. Preserve those bit combinations and timing; treating outputs 57/58 as ordinary independent coils breaks ball capture.

Snake, loop post, and standard devices

The snake holds a ball at switch 54 and ejects it with output 5. Output 12 releases the jaw latch and switch 55 reports jaw open; output 56 closes the jaw and switch 56 pulses at the latch contact. Output 55 is the loop up post and has no position switch. Output 6 ejects the right scoop at approximately 39.5 degrees with strength 54, while output 2 auto-launches at power 55. The machine also has two lower flippers, three pop bumpers, two slingshots, two loop spinners, two ramps, fuel-lane targets, and the optional shaker on output 8.

Recreation checklist

  • Construct all physical inputs and outputs, including unused addresses, the six-transistor board, coffin processor, RGB/GI board, cabinet options, and native DMD.
  • Initialize four balls on trough switches 18-21; keep shooter-jam 22 clear until a ball enters that path.
  • Preserve PWM or sustained behavior for both magnets and preserve the coffin processor's two-bit state machine.
  • Model the grave marker's motor limits, electric-chair capture and Sparky step-up, hammer and captive ball, drop bank, loop post, three-position coffin lock, lowering coffin magnet, snake latch/jaw/eject, scoop, auto-launcher, pops, slings, and flippers.
  • Bind node LEDs and processor bits to the public JSON addresses; retain connector and service numbers only as physical aliases.
  • Use the VPX force, angle, timing, and state transitions as proven authoring baselines, then align geometry to the official assemblies without changing controller causality.

Spatial coordinate model

Every physical playfield sensor, actuator, controlled lamp, and GI authoring anchor uses one normalized player-view frame from the exact 952.941 by 2117.647 VPW table: x=0 left, x=1 right, y=0 rear/backglass end, and y=1 apron. Exact object centers are accepted only after the proven script establishes controller semantics and the official manual confirms the physical assembly. Cabinet, service, back-panel, virtual, DIP, unused, and compatibility-only records never receive fake playfield points. The trough-jam opto, moving-assembly contacts, slingshot contacts/coils, EOS contacts, and bank reset are explicitly identified as regional or assembly projections rather than fabricated internal component centers.

The grave marker is one moving assembly with separate magnet output 3, motor output 20, down/up switches 33/34, ball opto 52, and flasher 19. The electric-chair/Sparky area keeps magnet 4, standup 35, ball opto 53, step-up 18, and its flashers separate. The coffin mechanism likewise separates three lock optos 57-59 and lock release 51 from magnet position/detection switches 64/63, lowering output 52, and virtual processor bits 57/58. Snake eject 5, latch release 12, jaw close 56, ball switch 54, jaw-open 55, and latch 56 remain distinct controller devices even where only one defensible rest-state assembly pivot exists.

Physical lighting multiplicity follows the manual, not the render-object count. Standard lamps 25 (Mystery) and 53 (Shoot Again) each drive two physical bulbs while the exact table supplies one composite anchor, so their quantities remain two without invented bulb separation. Red GI is nine wedge plus two bayonet fixtures; the table supplies ten calibrated GIR anchors and the manual retains the eleventh without invented precision. Blue GI is nine wedge plus two bayonet and matches 11 GIB anchors. CN22 drives five exact front spot-lamp anchors plus six back-panel fixtures outside playfield space. CN23 drives 22 wedge and two bayonet playfield fixtures plus four bottom-arch fixtures; the exact table supplies 22 GIW anchors, while the remaining six are retained in physical quantity and located by the cited manual map rather than guessed. Public pinmame.output.gi/0 is only an aggregate compatibility callback and creates no additional bulbs. Back-panel flashers 21/22 each have three physical bulbs outside playfield space. Coffin flasher 31 has two physical bulbs but one defensible composite F31 anchor.

Sources

  • manual.metallica-pro-premium: official Stern MTLAB1-compressed.pdf, SHA-256 f82ecc04bded7117d4c5e3b724dc85e60b5057768bbf7bf5e46c0d1e71a91090; RGB/GI driver and physical lighting maps on PDF pages 45-50 (pages 47-50 are LE-titled sheets applied to this combined Premium/LE record because the editions share the playfield), Premium switch/lamp/coil location maps on pages 104, 106, and 108, and auxiliary output map on page 110.
  • vpx.metallica-premium-monsters-vpw-2.0.2: pinned known-working script, SHA-256 3be5af3f6b05c4f1445c391aab42713bf9e76af87d563bfb061e7bc5daedfd64.
  • vpx-table.metallica-premium-monsters-vpw-2.0: exact known-working Metallica Premium Monsters (Stern 2013) VPW 2.0.vpx, 424,071,168 bytes, SHA-256 afc1f1b300b2b2226db6edc5986007c05ac714db5ce69a582730e2a346ecb17f; retained externally under pinmame-vpx-sources/stern/metallica-premium-limited-edition-2013/source and extracted read-only with vpxtool git:v0.33.3 for the sole normalized geometry frame.
  • runtime.metallica-premium.boot-start: exact mtl_180h ROM run, raw SHA-256 a9a266a66859c8c4374a2e798f90100bb15c229275ea2b58cc9f653bd48d6510, ROM archive SHA-256 141018225cdf51421b579b319b925b6dfd6a2fda98471e16998bd648abd86488.
  • pinmame.core.4ec52ff0ac13: pinned SAM implementation, custom-board routing, DMD, and driver configuration.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
mtl_180hcMetallica Limited Edition (V1.80.0) (Colored MOD)
Colored-ROM variant; physical Premium/LE playfield I/O is unchanged.
2018mtl_180hidentical
mtl_180hMetallica Limited Edition (V1.80.0)
Firmware revision within the physical Premium/LE edition; playfield I/O and mechanisms are unchanged.
2018identical
mtl_170hcMetallica Limited Edition (V1.7) (Colored MOD)
Colored-ROM variant; physical Premium/LE playfield I/O is unchanged.
2016mtl_180hidentical
mtl_170hMetallica Limited Edition (V1.7)
Firmware revision within the physical Premium/LE edition; playfield I/O and mechanisms are unchanged.
2016mtl_180hidentical
mtl_164hcMetallica Limited Edition (V1.64) (Colored MOD)
Colored-ROM variant; physical Premium/LE playfield I/O is unchanged.
2015mtl_180hidentical
mtl_164hMetallica Limited Edition (V1.64)
Firmware revision within the physical Premium/LE edition; playfield I/O and mechanisms are unchanged.
2015mtl_180hidentical
mtl_163hMetallica Limited Edition (V1.63)
Firmware revision within the physical Premium/LE edition; playfield I/O and mechanisms are unchanged.
2014mtl_180hidentical
mtl_160hMetallica Limited Edition (V1.6)
Firmware revision within the physical Premium/LE edition; playfield I/O and mechanisms are unchanged.
2014mtl_180hidentical

Parent set: mtl_180h — clones share this definition unless a hardware difference is noted.

Evidence

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

  • Operator manual

    manual.metallica-pro-premium

    MTLAB1-compressed.pdf: RGB/GI board and lighting maps on PDF pages 45-50 (pages 47-50 are LE-titled sheets applied to the combined Premium/LE record because the editions share the playfield); Premium switch/lamp/coil location maps on pages 104, 106, 108, and 110; related service tables on pages 103-109

    by
    Stern Pinball
    sha256
    f82ecc04bded…
  • PinMAME source

    BSD-3-Clause

    pinmame.core.4ec52ff0ac13

    src/wpc/sam.c Metallica INITGAME, 520-5326-01 auxiliary board, 520-6801-00 magnet processor, 520-5331-00 RGB/GI node board, public custom-output routing, and DMD configuration

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • PinMAME catalog

    BSD-3-Clause

    pinmame.catalog.4ec52ff0ac13

    PinmameGetGames Metallica driver family

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • VPX script

    vpx.metallica-premium-monsters-vpw-2.0.2

    Lines 404-439, 1091-1130, 1137-1593, 1662-1825, 2145-2301, and 4369-4669: table initialization, callbacks, custom mechanisms, lamps, GI, and switch causality

    github.comlines 404-439, 1091-1130, 1137-1593, 1662-1825, 2145-2301, and 4369-4669
    by
    VPW and table authors credited in the script; vpxtable_scripts contributors
    rev
    0c036bb61b4b
    sha256
    3be5af3f6b05…
  • VPX table

    vpx-table.metallica-premium-monsters-vpw-2.0

    Metallica Premium Monsters (Stern 2013) VPW 2.0.vpx (424,071,168 bytes); exact mtl_180h table extracted with vpxtool git:v0.33.3; its 952.941 by 2117.647 bounds are the sole normalized coordinate frame after script/manual reconciliation

    external:pinmame-vpx-sources/stern/metallica-premium-limited-edition-2013/source/Metallica Premium Monsters (Stern 2013) VPW 2.0.vpx
    by
    VPW and table authors credited by the table
    sha256
    afc1f1b300b2…
  • Runtime run

    runtime.metallica-premium.boot-start

    Exact mtl_180h boot/start scenario with switches 18-21 initialized, coin pulses, and start pulse; ROM archive SHA-256 141018225cdf51421b579b319b925b6dfd6a2fda98471e16998bd648abd86488

    external:pinmame-game-code/mtl_180h/harness/boot-start-premium.json
    by
    Generated locally with LibPinMAME; ROM bytes remain external
    rev
    4ec52ff0ac13
    sha256
    a9a266a66859…

Something wrong or missing?

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

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

Other editions

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

All 2 editions of Metallica, side by side

Same platform