Metallica Pro

Author ready

Stern2013SAMstern.metallica-pro.2013 1 of 2 editions

Wire it up

what an authoring tool needs first
Bind this ROM
mtl_052mtl_103mtl_105mtl_106mtl_112mtl_113

20 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
1–33 (33)
Lamps
1–80 (80)
GI
0–0 (1)
DIP
1–8 (8)

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

Ball positions at start
18Trough 4 left19Trough 320Trough 221Trough 1 right eject22Shooter lane jam23Shooter lane

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

Cabinet & flipper inputs
84flipper.lower.left.button83flipper.lower.left.eos82flipper.lower.right.button81flipper.lower.right.eos15cabinet.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

174 placements · 17 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 left226 Left slingshot · 13 Left slingshot227 Right slingshot · 14 Right slingshot28 Right return lane29 Right outlane430 Left pop bumper · 47 Right ramp exit · 9 Left pop bumper · 60 Left pop bumper331 Right pop bumper · 10 Right pop bumper · 61 Right pop bumper332 Bottom pop bumper · 11 Bottom pop bumper · 62 Bottom pop bumper35 Electric chair standup36 Grave lane standup left37 Grave lane standup right40 Right ramp standup left41 Right ramp standup right242 Captive ball · 30 Captive ball flasher43 Left loop44 Left top lane45 Right top lane46 Right loop50 Left ramp exit51 Right eject scoop52 Grave marker opto253 Electric chair opto · 75 Electric Chair 2 center354 Snake eject · 5 Snake eject · 20 Snake flasher60 Drop target bottom261 Drop target middle · 12 Drop targets reset62 Drop target top283 Left flipper end-of-stroke · 15 Left flipper281 Right flipper end-of-stroke · 16 Right flipper3 Grave marker magnet4 Electric chair magnet26 Right eject scoop · 71 Crank It Up7 Loop up post diverter18 Electric chair step-up driver19 Grave marker 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 flasher231 Coffin insert double flasher · 69 Coffin 3 top231 Coffin insert double flasher · 68 Coffin 2 middle232 Electric chair insert flasher · 56 Electric Chair4 Shoot Again4 Shoot Again5 Guitar Pick James6 Guitar Pick Lars7 Guitar Pick Kirk8 Guitar Pick Robert9 Snake end-of-line10 Coffin end-of-line11 Electric Chair end-of-line12 Grave Marker end-of-line13 Fuel progress E14 Fuel progress 1/415 Fuel progress 1/216 Fuel progress 3/417 Fuel progress F18 Left outlane19 Left return lane left20 Left return lane right21 Fuel lane 122 Fuel lane 223 Fuel lane 324 Fuel lane arrow25 Right outlane26 Right return lane27 Mystery27 Mystery29 Right loop Grave Marker30 Right ramp Grave Marker31 Right ramp Snake32 Right loop Snake33 Right loop Electric Chair34 Right ramp Electric Chair35 Right ramp standup right36 Right loop arrow37 Right ramp arrow38 Right ramp standup left40 Grave lane Grave Marker41 Grave lane Snake42 FUEL letter F43 FUEL letter U44 FUEL letter E45 FUEL letter L46 Grave lane Electric Chair47 Left loop Grave Marker48 Left loop Snake49 Grave lane standup left50 Grave lane arrow51 Grave lane standup right52 Left ramp Grave Marker53 Left ramp Snake54 Left ramp Electric Chair55 Left ramp arrow57 Left loop Electric Chair58 Left loop arrow63 Left top lane64 Right top lane65 Snake67 Coffin 1 bottom70 Extra Ball73 Electric Chair 1 left78 Electric Chair 3 right0 General illumination aggregate0 General illumination aggregate0 General illumination aggregate0 General illumination aggregate0 General illumination aggregate0 General illumination aggregate0 General illumination aggregate0 General illumination aggregate0 General illumination aggregate0 General illumination aggregate0 General illumination aggregate0 General illumination aggregate0 General illumination aggregate0 General illumination aggregate0 General illumination aggregate0 General illumination aggregate0 General illumination aggregate0 General illumination aggregate0 General illumination aggregate0 General illumination aggregate0 General illumination aggregate0 General illumination aggregate0 General illumination aggregate0 General illumination aggregate0 General illumination aggregate0 General illumination aggregate0 General illumination aggregate0 General illumination aggregate0 General illumination aggregate0 General illumination aggregate0 General illumination aggregate0 General illumination aggregate0 General illumination aggregate

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 playfield117
  • sensorsenses the ball41
  • effectmoves the ball16
  • nStackseveral devices in one spot17
136 devices shown

Not on the playfield43 unused, 25 cabinet or service, 8 dip switch, 1 virtual — 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
Unused matrix switch 33
switch.unused-matrix-switch-33
J1-P4GRN-ORG
J6-P9WHT-BRN
CPU/Sound board
validated
34
Unused matrix switch 34
switch.unused-matrix-switch-34
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 left
Microswitch
switch.grave-lane-standup-left
J1-P4GRN-ORG
J6-P6WHT-YEL
CPU/Sound board
validated
37
Grave lane standup right
Microswitch
switch.grave-lane-standup-right
J1-P4GRN-ORG
J6-P5WHT-GRN
CPU/Sound board
validated
38
Unused matrix switch 38
switch.unused-matrix-switch-38
J1-P4GRN-ORG
J6-P3WHT-BLU
CPU/Sound board
validated
39
Unused matrix switch 39
switch.unused-matrix-switch-39
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
Unused matrix switch 55
switch.unused-matrix-switch-55
J1-P5GRN-YEL
J6-P2WHT-VIO
CPU/Sound board
validated
56
Unused matrix switch 56
switch.unused-matrix-switch-56
J1-P5GRN-YEL
J6-P1WHT-GRY
CPU/Sound board
validated
57
Unused matrix switch 57
switch.unused-matrix-switch-57
J1-P5GRN-YEL
J12-P9TAN-BLK
CPU/Sound board
validated
58
Unused matrix switch 58
switch.unused-matrix-switch-58
J1-P5GRN-YEL
J12-P8TAN-RED
CPU/Sound board
validated
59
Unused matrix switch 59
switch.unused-matrix-switch-59
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
Unused matrix switch 63
switch.unused-matrix-switch-63
J1-P5GRN-YEL
J12-P2TAN-VIO
CPU/Sound board
validated
64
Unused matrix switch 64
switch.unused-matrix-switch-64
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

22
22 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
Loop up post diverter
device.loop-up-post-diverter 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
Drop targets reset
device.drop-targets-reset 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
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

Flashers

13
13 shown
# Name Device ID Role Wiring Evidence
19
Grave marker flasher
device.grave-marker-flasher
Q19VIO-ORG
I/O Power Driver board
validated
20
Snake flasher
device.snake-flasher
Q20VIO-YEL
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
Captive ball flasher
device.captive-ball-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

80

Lamp map

Sequential addresses, grouped in columns of eight.

used unused
 
+0
+1
+2
+3
+4
+5
+6
+7
1–8
9–16
17–24
25–32
33–40
41–48
49–56
57–64
65–72
73–80
Hover or tap an address to identify it.
80 shown
# Name Device ID Role Wiring Evidence
1
Start button
lamp.start-button
cabinet.start
I/O Power Driver board lamp matrix
validated
2
Tournament button
lamp.tournament-button
cabinet.tournament
I/O Power Driver board lamp matrix
validated
3
Unused lamp 3
lamp.unused-lamp-3
I/O Power Driver board lamp matrix
validated
4
Shoot Again
lamp.shoot-again
I/O Power Driver board lamp matrix
validated
5
Guitar Pick James
lamp.guitar-pick-james
I/O Power Driver board lamp matrix
validated
6
Guitar Pick Lars
lamp.guitar-pick-lars
I/O Power Driver board lamp matrix
validated
7
Guitar Pick Kirk
lamp.guitar-pick-kirk
I/O Power Driver board lamp matrix
validated
8
Guitar Pick Robert
lamp.guitar-pick-robert
I/O Power Driver board lamp matrix
validated
9
Snake end-of-line
lamp.snake-end-of-line
I/O Power Driver board lamp matrix
validated
10
Coffin end-of-line
lamp.coffin-end-of-line
I/O Power Driver board lamp matrix
validated
11
Electric Chair end-of-line
lamp.electric-chair-end-of-line
I/O Power Driver board lamp matrix
validated
12
Grave Marker end-of-line
lamp.grave-marker-end-of-line
I/O Power Driver board lamp matrix
validated
13
Fuel progress E
lamp.fuel-progress-e
I/O Power Driver board lamp matrix
validated
14
Fuel progress 1/4
lamp.fuel-progress-1-4
I/O Power Driver board lamp matrix
validated
15
Fuel progress 1/2
lamp.fuel-progress-1-2
I/O Power Driver board lamp matrix
validated
16
Fuel progress 3/4
lamp.fuel-progress-3-4
I/O Power Driver board lamp matrix
validated
17
Fuel progress F
lamp.fuel-progress-f
I/O Power Driver board lamp matrix
validated
18
Left outlane
lamp.left-outlane
I/O Power Driver board lamp matrix
validated
19
Left return lane left
lamp.left-return-lane-left
I/O Power Driver board lamp matrix
validated
20
Left return lane right
lamp.left-return-lane-right
I/O Power Driver board lamp matrix
validated
21
Fuel lane 1
lamp.fuel-lane-1
I/O Power Driver board lamp matrix
validated
22
Fuel lane 2
lamp.fuel-lane-2
I/O Power Driver board lamp matrix
validated
23
Fuel lane 3
lamp.fuel-lane-3
I/O Power Driver board lamp matrix
validated
24
Fuel lane arrow
lamp.fuel-lane-arrow
I/O Power Driver board lamp matrix
validated
25
Right outlane
lamp.right-outlane
I/O Power Driver board lamp matrix
validated
26
Right return lane
lamp.right-return-lane
I/O Power Driver board lamp matrix
validated
27
Mystery
lamp.mystery
I/O Power Driver board lamp matrix
validated
28
Unused lamp 28
lamp.unused-lamp-28
I/O Power Driver board lamp matrix
validated
29
Right loop Grave Marker
lamp.right-loop-grave-marker
I/O Power Driver board lamp matrix
validated
30
Right ramp Grave Marker
lamp.right-ramp-grave-marker
I/O Power Driver board lamp matrix
validated
31
Right ramp Snake
lamp.right-ramp-snake
I/O Power Driver board lamp matrix
validated
32
Right loop Snake
lamp.right-loop-snake
I/O Power Driver board lamp matrix
validated
33
Right loop Electric Chair
lamp.right-loop-electric-chair
I/O Power Driver board lamp matrix
validated
34
Right ramp Electric Chair
lamp.right-ramp-electric-chair
I/O Power Driver board lamp matrix
validated
35
Right ramp standup right
lamp.right-ramp-standup-right
I/O Power Driver board lamp matrix
validated
36
Right loop arrow
lamp.right-loop-arrow
I/O Power Driver board lamp matrix
validated
37
Right ramp arrow
lamp.right-ramp-arrow
I/O Power Driver board lamp matrix
validated
38
Right ramp standup left
lamp.right-ramp-standup-left
I/O Power Driver board lamp matrix
validated
39
Unused lamp 39
lamp.unused-lamp-39
I/O Power Driver board lamp matrix
validated
40
Grave lane Grave Marker
lamp.grave-lane-grave-marker
I/O Power Driver board lamp matrix
validated
41
Grave lane Snake
lamp.grave-lane-snake
I/O Power Driver board lamp matrix
validated
42
FUEL letter F
lamp.fuel-letter-f
I/O Power Driver board lamp matrix
validated
43
FUEL letter U
lamp.fuel-letter-u
I/O Power Driver board lamp matrix
validated
44
FUEL letter E
lamp.fuel-letter-e
I/O Power Driver board lamp matrix
validated
45
FUEL letter L
lamp.fuel-letter-l
I/O Power Driver board lamp matrix
validated
46
Grave lane Electric Chair
lamp.grave-lane-electric-chair
I/O Power Driver board lamp matrix
validated
47
Left loop Grave Marker
lamp.left-loop-grave-marker
I/O Power Driver board lamp matrix
validated
48
Left loop Snake
lamp.left-loop-snake
I/O Power Driver board lamp matrix
validated
49
Grave lane standup left
lamp.grave-lane-standup-left
I/O Power Driver board lamp matrix
validated
50
Grave lane arrow
lamp.grave-lane-arrow
I/O Power Driver board lamp matrix
validated
51
Grave lane standup right
lamp.grave-lane-standup-right
I/O Power Driver board lamp matrix
validated
52
Left ramp Grave Marker
lamp.left-ramp-grave-marker
I/O Power Driver board lamp matrix
validated
53
Left ramp Snake
lamp.left-ramp-snake
I/O Power Driver board lamp matrix
validated
54
Left ramp Electric Chair
lamp.left-ramp-electric-chair
I/O Power Driver board lamp matrix
validated
55
Left ramp arrow
lamp.left-ramp-arrow
I/O Power Driver board lamp matrix
validated
56
Electric Chair
lamp.electric-chair
I/O Power Driver board lamp matrix
validated
57
Left loop Electric Chair
lamp.left-loop-electric-chair
I/O Power Driver board lamp matrix
validated
58
Left loop arrow
lamp.left-loop-arrow
I/O Power Driver board lamp matrix
validated
59
Unused lamp 59
lamp.unused-lamp-59
I/O Power Driver board lamp matrix
validated
60
Left pop bumper
lamp.left-pop-bumper
I/O Power Driver board lamp matrix
validated
61
Right pop bumper
lamp.right-pop-bumper
I/O Power Driver board lamp matrix
validated
62
Bottom pop bumper
lamp.bottom-pop-bumper
I/O Power Driver board lamp matrix
validated
63
Left top lane
lamp.left-top-lane
I/O Power Driver board lamp matrix
validated
64
Right top lane
lamp.right-top-lane
I/O Power Driver board lamp matrix
validated
65
Snake
lamp.snake
I/O Power Driver board lamp matrix
validated
66
Unused lamp 66
lamp.unused-lamp-66
I/O Power Driver board lamp matrix
validated
67
Coffin 1 bottom
lamp.coffin-1-bottom
I/O Power Driver board lamp matrix
validated
68
Coffin 2 middle
lamp.coffin-2-middle
I/O Power Driver board lamp matrix
validated
69
Coffin 3 top
lamp.coffin-3-top
I/O Power Driver board lamp matrix
validated
70
Extra Ball
lamp.extra-ball
I/O Power Driver board lamp matrix
validated
71
Crank It Up
lamp.crank-it-up
I/O Power Driver board lamp matrix
validated
72
Unused lamp 72
lamp.unused-lamp-72
I/O Power Driver board lamp matrix
validated
73
Electric Chair 1 left
lamp.electric-chair-1-left
I/O Power Driver board lamp matrix
validated
74
Unused lamp 74
lamp.unused-lamp-74
I/O Power Driver board lamp matrix
validated
75
Electric Chair 2 center
lamp.electric-chair-2-center
I/O Power Driver board lamp matrix
validated
76
Unused lamp 76
lamp.unused-lamp-76
I/O Power Driver board lamp matrix
validated
77
Unused lamp 77
lamp.unused-lamp-77
I/O Power Driver board lamp matrix
validated
78
Electric Chair 3 right
lamp.electric-chair-3-right
I/O Power Driver board lamp matrix
validated
79
Unused lamp 79
lamp.unused-lamp-79
I/O Power Driver board lamp matrix
validated
80
Unused lamp 80
lamp.unused-lamp-80
I/O Power Driver board lamp matrix
validated

General illumination

1
1 shown
# Name Device ID Evidence
0
General illumination aggregate
gi.general-illumination validated

Virtual & other outputs

1
1 shown
# Name Device ID Evidence
33
PinMAME SAM game-on state
virtual.game-on 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 drives the impulse plunger. The proven table uses power 62, a 0.6 second full-plunge time, and 0.3 random variation; switch 23 is the shooter-lane sensor.

Right eject scoop

mechanism.right-eject

Kicker

Switch 51 holds the ball. Output 6 ejects at table angle 220 with strength 25 and force variation 2 in the working script.

Static grave-marker magnet

mechanism.grave-marker-magnet

Toy

Unlike Premium/LE, the Pro grave marker does not move. Output 3 enables the static magnet with working-table strength 70 and centered capture; opto 52 confirms ball presence behind the inline drop targets.

Passive captive ball

mechanism.captive-ball

Other

The Pro uses one physically captive ball and switch 42. It has no Premium/LE hammer coil; impacts alone close the switch.

Loop up-post diverter

mechanism.loop-post

Diverter

Output 7 raises the post while energized and drops it when disabled. There is no position switch.

Static snake-head eject

mechanism.snake

Kicker

The Pro head has no motorized jaw or latch. A ball rests at switch 54 and output 5 ejects it at table angle 195 with strength 26 and angle/force variation 2.

Optional shaker motor

mechanism.optional-shaker

Toy

Output 8 drives the optional cabinet shaker; omit the physical device only when recreating a cabinet without that factory option.

Optional ticket dispenser

mechanism.optional-ticket-dispenser

Other

Optional redemption hardware uses physical service identities 33 to advance tickets, 34 as the meter, and 35 as switched ground, with dedicated switch D19 (public -5) for the ticket notch. These physical functions use the untransported physical.output.ticket group because LibPinMAME solenoid 33 is the synthetic SAM game-on state.

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 I/O, mechanisms, variant split, wiring, recreation behavior, and spatial placements validated

Identity and evidence precedence

This definition covers all 20 non-h Metallica drivers from mtl_052 through mtl_180c. The h/hc family is the physically different Premium/LE playfield and has its own definition. JP's Metallica Pro 6.0.0 VPX script is the controller-semantics ground truth because it is a current, proven recreation bound to mtl_180; the official Stern manual governs physical inventory, wiring, assemblies, and service numbering; pinned PinMAME governs public API address groups, the SAM platform, DMD transport, and driver identity. The table author explicitly states that the Pro layout matches the original; its two added ramp spinners are ornamental, do not score, and must not be recreated as physical Pro switches.

Edition differences that must be preserved

The Pro has ordinary matrix lamps and aggregate GI only. It has no Premium RGB/GI node board, no three-ball under-playfield coffin lock, no lowering coffin magnet or two-bit coffin processor, no captive-ball hammer, no motorized grave marker, and no motorized snake jaw/latch. Consequently public solenoids 51-58 and public lamp channels 81-136 are not part of this physical edition. The Pro retains four balls, a static grave-marker magnet behind three inline drop targets, an Electric Chair magnet and Sparky step-up driver, a passive captive ball, a static snake-head eject, and an electronically controlled loop up-post.

Switches and initial state

All 64 matrix addresses, 24 dedicated addresses, and eight CPU-board DIP inputs are explicit, including unused locations. Four balls initially occupy trough switches 18-21. Output 1 ejects the rightmost ball and the proven script pulses shooter-path jam opto 22; switch 23 is the shooter lane. Switch 52 is the grave-marker ball opto, 53 is the Electric Chair opto, 51 is the right eject, and 54 is the snake eject. The inline drop targets use switches 60 bottom, 61 middle, and 62 top; they are active while raised and open when hit. Switches 33/34, 38/39, 55-59, and 63/64 are explicitly unused because their Premium-only moving marker, physical spinners, motorized jaw, and coffin hardware are absent.

Coils, flashers, lamps, and GI

The Pro I/O Power Driver board exposes physical outputs 1-32. Outputs 1-18 cover trough, auto launch, both magnets, both ejects, loop post, optional shaker, pops, drop-bank reset, slings, flippers, one unused address, and the Sparky step-up driver. Outputs 19-32 are the service-manual flashers and 24 is the optional coin meter. PinMAME public solenoid 33 is the synthetic SAM game-on state, not ticket hardware. Optional ticket-dispenser advance, meter, and switched-ground service identities 33-35 are preserved separately under physical.output.ticket, because the stable LibPinMAME API does not transport them. There is no auxiliary-board public range 51-58. Standard lamps 1-80 exactly follow the Pro matrix on manual PDF page 122, with every blank address marked unused. The only PinMAME GI binding is aggregate pinmame.output.gi/0; the working script switches the whole ordinary-GI collection together and has no colored GI.

Grave marker, chair, captive ball, and drop bank

The grave marker is static on Pro. Output 3 drives its centered magnet at working-table strength 70, switch 52 detects the ball, and switches 60-62 sit on the three inline drop targets leading into the capture area. Output 12 resets the bank. The Electric Chair uses magnet output 4 at working-table strength 45, opto 53, standup 35, and output 18 to shake/step up Sparky. The captive ball is passive: its impacts pulse switch 42 and there is no hammer output.

Ejects, post, and standard devices

The right scoop holds a ball at switch 51 and output 6 ejects at VPX angle 220, strength 25, and force variation 2. The static snake mouth holds a ball at switch 54 and output 5 ejects at angle 195, strength 26, and angle/force variation 2; it deliberately has no jaw-open or latch sensor. Output 7 raises the loop post while energized and drops it when disabled, with no position sensor. Output 2 drives the auto launcher at VPX power 62 with 0.6 second full-plunge time and 0.3 random variation. The remaining playfield includes two lower flippers, three pop bumpers, two slingshots, two ramps, fuel standups, guitar-pick standups, and ordinary rollover/target switches. Do not add scoring loop spinners merely because JP's VPX includes two decorative non-scoring spinner objects.

Optional cabinet hardware

Output 8 is the optional shaker and output 24 is the optional coin meter. The optional ticket dispenser uses physical service identities 33 for advance, 34 for its meter, and 35 for switched ground, plus dedicated switch D19 (public switch -5) for ticket-notch feedback. Retain those physical.output.ticket bindings even when a specific recreation omits the option; do not bind its advance line to PinMAME solenoid 33, which is game-on.

Recreation checklist

  • Create four trough balls on switches 18-21, keep switch 22 clear downstream, and bind shooter lane 23.
  • Build the static grave-marker magnet and three normally-closed inline drop targets, the Electric Chair magnet/Sparky toy, passive captive ball, static snake eject, right scoop, auto launcher, and unsensed loop up-post with the documented causality.
  • Implement public physical outputs 1-32, virtual game-on 33, matrix lamps 1-80, aggregate GI 0, the 128x32 DMD, all dedicated cabinet inputs, and optional shaker/coin/ticket hardware; the ticket service functions are physical identities without a stable LibPinMAME transport.
  • Do not copy Premium-only outputs 51-58, RGB/GI lamp channels, coffin mechanisms, hammer, moving grave marker, motorized snake jaw, or loop-spinner scoring switches.
  • Use the working VPX strengths, angles, timing, and state transitions as initial authoring values and the manual's service drawings for physical placement and wiring.

Spatial coordinate model

Every physical playfield sensor, actuator, controlled lamp, flasher, and ordinary-GI anchor uses one normalized player-view frame from the exact 952 by 2162 JP table: x=0 left, x=1 right, y=0 rear/backglass end, and y=1 apron. The working script establishes controller causality and the official manual confirms physical inventory and multiplicity. Cabinet, service, rear-panel, virtual, DIP, and unused records never receive fake playfield points. Trough contacts, the shooter-path jam opto, slingshot contacts/coils, EOS contacts, and drop-bank reset are explicitly disclosed as assembly or regional projections.

Physical lighting multiplicity follows the Pro service maps rather than the count of VPX glow helpers. Only matrix outputs 4 and 27 drive two physical lamps. For outputs 9-12, 31, 32, 41, 48, 53, 60-62, 70, and 71, one of two VPX render objects is retained as the approximate physical socket anchor; every affected record discloses the discarded helper and residual uncertainty. Flashers 26, 27, 28, and 31 are pairs; every other playfield flasher is one bulb. The two VPX glow objects driven by snake flasher 20 occupy the slings and conflict with the official physical map, so the definition uses a disclosed snake-assembly projection. Captive-ball flasher 30 is one physical bulb represented by three overlapping/spread glow helpers, so only its central composite anchor is retained. Rear-panel outputs 21/22 each drive one off-playfield bulb. Ordinary GI has 33 deduplicated exact playfield anchors plus six manual-proven rear-panel sockets; all 39 are retained in physical quantity without invented rear-panel coordinates.

Output 24 is physically the optional coin meter on the Pro wiring chart. JP's callback plays a knocker sound as cabinet feedback, but that render/audio choice is not evidence for a physical knocker. The Pro mechanism topology otherwise stays intentionally simpler than Premium/LE: the grave marker and snake are static, the captive ball is passive, there is no coffin lock/magnet processor, and decorative VPX spinners remain non-scoring.

Sources

  • manual.metallica-pro-premium: official Stern MTLAB1-compressed.pdf, SHA-256 f82ecc04bded7117d4c5e3b724dc85e60b5057768bbf7bf5e46c0d1e71a91090; ordinary-GI physical map on PDF page 114 and Pro coil/flasher chart, coil location, lamp matrix, and lamp location on pages 119, 120, 122, and 123.
  • vpx.metallica-pro-jps-6.0.0: extracted known-working mtl_180 script, SHA-256 d5ea2810308e05daee22c2a75b3d80a4b19fbd3f89e67144a38f9c20bdb33307; callbacks and mechanisms on lines 35, 81-165, and 200-453.
  • vpx-table.metallica-pro-jps-6.0.0: exact known-working JP's Metallica Pro (Stern 2013) v600.vpx, SHA-256 837ee8d05e0f61e51136d397737d85e4ec14d41859abfb6e789785b82a60a118; downloaded archive SHA-256 5fafb136ed9f76ad32dcc035bd72c4dadd856562778f9fae53d7e1bcc9396ff0, retained externally under pinmame-vpx-sources/stern/metallica-pro-2013/source, and extracted read-only with vpxtool git:v0.33.3 for the sole normalized geometry frame.
  • runtime.metallica-pro.boot-start: family-compatible mtl_170 ROM run, raw SHA-256 65fa45916ba42165b334bdcee7dea1bae25d0e0feee44cc887102b167c70d49e, ROM archive SHA-256 2f11830ffb35f2a80258e47a5ea0abd17fc2350995bb1d1d1a165480be61f654.
  • pinmame.core.4ec52ff0ac13: pinned SAM platform, display, and driver configuration.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
mtl_180cMetallica (V1.80.0) (Colored MOD)
Colored-ROM variant; physical Pro playfield I/O is unchanged.
2018mtl_180hidentical
mtl_180Metallica (V1.80.0)
Firmware revision within the physical Pro edition; playfield I/O and mechanisms are unchanged.
2018mtl_180hidentical
mtl_170cMetallica (V1.7) (Colored MOD)
Colored-ROM variant; physical Pro playfield I/O is unchanged.
2016mtl_180hidentical
mtl_170Metallica (V1.7)
Firmware revision within the physical Pro edition; playfield I/O and mechanisms are unchanged.
2016mtl_180hidentical
mtl_164cMetallica (V1.64) (Colored MOD)
Colored-ROM variant; physical Pro playfield I/O is unchanged.
2015mtl_180hidentical
mtl_164Metallica (V1.64)
Firmware revision within the physical Pro edition; playfield I/O and mechanisms are unchanged.
2015mtl_180hidentical
mtl_163dMetallica (V1.63 LED)
Firmware revision within the physical Pro edition; playfield I/O and mechanisms are unchanged.
2014mtl_180hidentical
mtl_163Metallica (V1.63)
Firmware revision within the physical Pro edition; playfield I/O and mechanisms are unchanged.
2014mtl_180hidentical

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: ordinary-GI physical map on PDF page 114; Pro coil/flasher chart and location map on pages 119-120; Pro lamp matrix and physical location map on pages 122-123; related service sheets through page 129

    by
    Stern Pinball
    sha256
    f82ecc04bded…
  • PinMAME source

    BSD-3-Clause

    pinmame.core.4ec52ff0ac13

    src/wpc/sam.c Metallica SAM generation, public switch/lamp/solenoid groups, DMD configuration, and driver initialization

    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-pro-jps-6.0.0

    JP's Metallica Pro (Stern 2013) v600.vbs lines 35, 81-165, and 200-453: exact mtl_180 game binding, four-ball initialization, magnets, callbacks, GI, switches, drop targets, and mechanism causality

    vpforums.orglines 35, 81-165, and 200-453
    by
    JPSalas and table contributors credited on the VPForums file page
    sha256
    d5ea2810308e…
  • VPX table

    vpx-table.metallica-pro-jps-6.0.0

    JP's Metallica Pro (Stern 2013) v600.vpx (32,940,032 bytes); exact mtl_180 Pro table extracted with vpxtool git:v0.33.3; its 952 by 2162 bounds are the sole normalized coordinate frame after script/manual reconciliation

    external:pinmame-vpx-sources/stern/metallica-pro-2013/source/JP's Metallica Pro (Stern 2013) v600.vpx
    by
    JPSalas and table contributors credited on the VPForums file page
    sha256
    837ee8d05e0f…
  • Runtime run

    runtime.metallica-pro.boot-start

    Family-compatible mtl_170 Pro boot/start scenario with switches 18-21 initialized, coin pulses, and start pulse; ROM archive SHA-256 2f11830ffb35f2a80258e47a5ea0abd17fc2350995bb1d1d1a165480be61f654

    external:pinmame-game-code/mtl_170/harness/boot-start-pro.json
    by
    Generated locally with LibPinMAME; ROM bytes remain external
    rev
    4ec52ff0ac13
    sha256
    65fa45916ba4…

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