Mustang Premium / Limited Edition / Boss

Author ready

Stern2014SAMstern.mustang-premium-limited-edition-boss.2014 1 of 2 editions

Wire it up

what an authoring tool needs first
Bind this ROM
mt_145h

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

Controller platform
pinmame.sam

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

Displays
  • Dot-matrix display128×32
Address space
Switches
-7–88 (88)
Solenoids
1–66 (49)
Lamps
1–144 (144)
GI
0–0 (1)
DIP
1–8 (8)

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

Cabinet & flipper inputs
15cabinet.tournament-start16cabinet.start65cabinet.coin.left66cabinet.coin.center67cabinet.coin.right68cabinet.coin.fourth69cabinet.coin.fifth71cabinet.action84cabinet.flipper82cabinet.flipper-7cabinet.tilt-6cabinet.slam-tilt-5cabinet.ticket-notch

Portable roles — the consuming engine maps them to its own input actions.

Playfield

Where each address physically sits. The switch and lamp maps below show the electrical layout — this shows the same devices as the player sees them.

Playfield map

249 placements · 42 stacked · normalised player view · outline is nominal

1 Right 3-bank target bottom2 Right 3-bank target center3 Right 3-bank target top4 N2O target right5 N2O target center8 Captive ball back9 Captive ball front10 Skill shot11 Outer right top lane212 Inner right top lane · 0 General illumination13 Inner left top lane14 Outer left top lane17 Trough #6 (left)18 Trough #519 Trough #420 Trough #321 Trough #222 Trough #1 (right opto)23 Trough jam24 Left outlane225 Left return lane · 19 Left slingshot flasher226 Left slingshot · 13 Left slingshot227 Right slingshot · 14 Right slingshot28 Right return lane29 Right outlane330 Left pop bumper · 9 Left pop bumper · 78 Left pop bumper331 Right pop bumper · 10 Right pop bumper · 80 Right pop bumper332 Bottom pop bumper · 11 Bottom pop bumper · 30 Turntable flasher333 Top pop bumper · 12 Top pop bumper · 77 Top pop bumper34 (G)EARS drop target235 G(E)ARS drop target · 41 Shift target left236 GE(A)RS drop target · 7 Center 5-bank drop reset437 GEA(R)S drop target · 42 Shift target right · 96 Shift right target · 0 General illumination238 GEAR(S) drop target · 0 General illumination39 Mid ramp exit240 Upper ramp exit · 20 Ford top lane #1 (L)343 Right scoop · 59 Right scoop eject · 103 Toolbox244 Right orbit · 9 MUSTAN(G)45 Left orbit46 Bowl switch47 Shooter lane548 Spinner · 115 Shot arrow #7 white · 138 Shot arrow #7 red · 136 Shot arrow #7 green · 137 Shot arrow #7 blue349 Mid ramp down · 3 Mid ramp power · 4 Mid ramp hold350 Upper ramp down · 5 Upper ramp power · 6 Upper ramp hold352 Turntable index · 53 Turntable home · 22 Turntable / car motor54 Left lane target55 N2O target left356 Right 1-bank drop target · 53 Right 1-bank drop target up · 54 Right 1-bank drop target down357 Left 1-bank drop target · 55 Left 1-bank drop target up · 56 Left 1-bank drop target down283 Left flipper end-of-stroke · 15 Left flipper281 Right flipper end-of-stroke · 16 Right flipper1 Trough up-kicker2 Auto launch17 Left orbit arrow flasher18 Right orbit arrow flasher20 Right slingshot flasher21 Back-panel left flasher23 Back-panel right flasher25 Pop-bumpers right flasher26 Pop-bumpers left flasher27 Right scoop arrow flasher28 180 flasher229 Skill-shot flasher · 10 MUSTA(N)G51 Left orbit control gate52 Right orbit control gate60 Ramp diverter11 MUST(A)NG212 MUS(T)ANG · 0 General illumination13 MU(S)TANG14 M(U)STANG215 (M)USTANG · 0 General illumination16 Pony top lane #417 Pony top lane #318 Pony top lane #219 Pony top lane #121 Ford top lane #222 Ford top lane #323 Ford top lane #424 N2O center25 Jackpot right26 Right orbit green27 Right orbit yellow28 Right orbit red29 Multiball30 Right 1-bank drop target31 Jackpot center32 N2O right33 Right 3-bank top34 Right 3-bank center35 Right 3-bank bottom36 Right return lane37 Right outlane38 Right special39 Left outlane top40 Left return lane41 Left special42 Extra ball43 N2O boost44 Left orbit red45 Left orbit yellow246 Left orbit green · 0 General illumination47 Jackpot left48 N2O left49 Left 1-bank drop target50 2015 Mustang / 2013 Boss 30251 2012 Mustang / 2012 Boss 30252 1968 Mustang / 1969 Boss 302 bottom53 1970 Mustang / 1970 Boss 30254 2011 Mustang / 2011 Boss 302 right55 1965 Mustang / 1969 Boss 302 top56 1969 Mustang / 1970 Boss 42957 2000 Mustang / 1971 Boss 35158 Nitrous upgrade59 Body mods60 Drive-train upgrade61 Engine upgrade62 Tire upgrade63 Handling upgrade64 Tech upgrade65 1st gear66 3rd gear67 5th gear68 2nd gear69 4th gear70 6th gear73 Shoot again79 Bottom pop bumper281 Grid red 1 · 82 Grid red 2283 Grid red 3 · 84 Grid red 485 Grid red 5286 Grid white 1 · 87 Grid white 2288 Grid white 3 · 89 Grid white 490 Grid white 5291 Grid blue 1 · 92 Grid blue 2293 Grid blue 3 · 94 Grid blue 495 Grid blue 597 Shift left target102 New car104 Upgrade2105 360 bottom · 106 360 top2107 Shoot combo jackpot · 108 Short cut109 18(0)110 1(8)0111 (1)80112 Mystery Ford498 Shot arrow #1 white · 119 Shot arrow #1 red · 117 Shot arrow #1 green · 118 Shot arrow #1 blue499 Shot arrow #2 white · 122 Shot arrow #2 red · 120 Shot arrow #2 green · 121 Shot arrow #2 blue4100 Shot arrow #3 white · 125 Shot arrow #3 red · 123 Shot arrow #3 green · 124 Shot arrow #3 blue4101 Shot arrow #4 white · 128 Shot arrow #4 red · 126 Shot arrow #4 green · 127 Shot arrow #4 blue4113 Shot arrow #5 white · 132 Shot arrow #5 red · 130 Shot arrow #5 green · 131 Shot arrow #5 blue4114 Shot arrow #6 white · 135 Shot arrow #6 red · 133 Shot arrow #6 green · 134 Shot arrow #6 blue4116 Shot arrow #8 white · 141 Shot arrow #8 red · 139 Shot arrow #8 green · 140 Shot arrow #8 blue0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination

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 playfield171
  • sensorsenses the ball54
  • effectmoves the ball24
  • nStackseveral devices in one spot42
218 devices shown

Not on the playfield33 unused, 30 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
cabinet.ticket-notch
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
Right 3-bank target bottom
Microswitch
switch.right-3-bank-target-bottom
J1-P1GRN-BRN
J6-P9WHT-BRN
CPU/Sound board
validated
2
Right 3-bank target center
Microswitch
switch.right-3-bank-target-center
J1-P1GRN-BRN
J6-P8WHT-RED
CPU/Sound board
validated
3
Right 3-bank target top
Microswitch
switch.right-3-bank-target-top
J1-P1GRN-BRN
J6-P7WHT-ORG
CPU/Sound board
validated
4
N2O target right
Microswitch
switch.n2o-target-right
J1-P1GRN-BRN
J6-P6WHT-YEL
CPU/Sound board
validated
5
N2O target center
Microswitch
switch.n2o-target-center
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
Unused matrix switch #7
switch.unused-matrix-switch-7
J1-P1GRN-BRN
J6-P2WHT-VIO
CPU/Sound board
validated
8
Captive ball back
Leaf
switch.captive-ball-back
J1-P1GRN-BRN
J6-P1WHT-GRY
CPU/Sound board
validated
9
Captive ball front
Leaf
switch.captive-ball-front
position.rest
J1-P1GRN-BRN
J12-P9TAN-BLK
CPU/Sound board
validated
10
Skill shot
Leaf
switch.skill-shot
J1-P1GRN-BRN
J12-P8TAN-RED
CPU/Sound board
validated
11
Outer right top lane
Leaf
switch.outer-right-top-lane
J1-P1GRN-BRN
J12-P7TAN-ORG
CPU/Sound board
validated
12
Inner right top lane
Leaf
switch.inner-right-top-lane
J1-P1GRN-BRN
J12-P6TAN-YEL
CPU/Sound board
validated
13
Inner left top lane
Leaf
switch.inner-left-top-lane
J1-P1GRN-BRN
J12-P4TAN-GRN
CPU/Sound board
validated
14
Outer left top lane
Leaf
switch.outer-left-top-lane
J1-P1GRN-BRN
J12-P3TAN-BLU
CPU/Sound board
validated
15
Tournament start
Button
switch.tournament-start
cabinet.tournament-start
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
Trough #6 (left)
Microswitch
switch.trough-6-left
J1-P3GRN-RED
J6-P9WHT-BRN
CPU/Sound board
validated
18
Trough #5
Microswitch
switch.trough-5
J1-P3GRN-RED
J6-P8WHT-RED
CPU/Sound board
validated
19
Trough #4
Microswitch
switch.trough-4
J1-P3GRN-RED
J6-P7WHT-ORG
CPU/Sound board
validated
20
Trough #3
Microswitch
switch.trough-3
J1-P3GRN-RED
J6-P6WHT-YEL
CPU/Sound board
validated
21
Trough #2
Microswitch
switch.trough-2
J1-P3GRN-RED
J6-P5WHT-GRN
CPU/Sound board
validated
22
Trough #1 (right opto)
Opto
switch.trough-1-right-opto
J1-P3GRN-RED
J6-P3WHT-BLU
CPU/Sound board
validated
23
Trough jam
Opto
switch.trough-jam
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
Leaf
switch.left-return-lane
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
Top pop bumper
Leaf
switch.top-pop-bumper
J1-P4GRN-ORG
J6-P9WHT-BRN
CPU/Sound board
validated
34
(G)EARS drop target
Microswitch
switch.g-ears-drop-target
position.down
J1-P4GRN-ORG
J6-P8WHT-RED
CPU/Sound board
validated
35
G(E)ARS drop target
Microswitch
switch.g-e-ars-drop-target
position.down
J1-P4GRN-ORG
J6-P7WHT-ORG
CPU/Sound board
validated
36
GE(A)RS drop target
Microswitch
switch.ge-a-rs-drop-target
position.down
J1-P4GRN-ORG
J6-P6WHT-YEL
CPU/Sound board
validated
37
GEA(R)S drop target
Microswitch
switch.gea-r-s-drop-target
position.down
J1-P4GRN-ORG
J6-P5WHT-GRN
CPU/Sound board
validated
38
GEAR(S) drop target
Microswitch
switch.gear-s-drop-target
position.down
J1-P4GRN-ORG
J6-P3WHT-BLU
CPU/Sound board
validated
39
Mid ramp exit
Opto
switch.mid-ramp-exit
J1-P4GRN-ORG
J6-P2WHT-VIO
CPU/Sound board
validated
40
Upper ramp exit
Opto
switch.upper-ramp-exit
J1-P4GRN-ORG
J6-P1WHT-GRY
CPU/Sound board
validated
41
Shift target left
Microswitch
switch.shift-target-left
J1-P4GRN-ORG
J12-P9TAN-BLK
CPU/Sound board
validated
42
Shift target right
Microswitch
switch.shift-target-right
J1-P4GRN-ORG
J12-P8TAN-RED
CPU/Sound board
validated
43
Right scoop
Microswitch
switch.right-scoop
ball.loaded
J1-P4GRN-ORG
J12-P7TAN-ORG
CPU/Sound board
validated
44
Right orbit
Leaf
switch.right-orbit
J1-P4GRN-ORG
J12-P6TAN-YEL
CPU/Sound board
validated
45
Left orbit
Leaf
switch.left-orbit
J1-P4GRN-ORG
J12-P4TAN-GRN
CPU/Sound board
validated
46
Bowl switch
Leaf
switch.bowl-switch
J1-P4GRN-ORG
J12-P3TAN-BLU
CPU/Sound board
validated
47
Shooter lane
Microswitch
switch.shooter-lane
J1-P4GRN-ORG
J12-P2TAN-VIO
CPU/Sound board
validated
48
Spinner
Other
switch.spinner
J1-P4GRN-ORG
J12-P1TAN-WHT
CPU/Sound board
validated
49
Mid ramp down
Other
switch.mid-ramp-down
position.down
J1-P5GRN-YEL
J6-P9WHT-BRN
CPU/Sound board
validated
50
Upper ramp down
Other
switch.upper-ramp-down
position.down-runtime
J1-P5GRN-YEL
J6-P8WHT-RED
CPU/Sound board
validated
51
Unused matrix switch #51
switch.unused-matrix-switch-51
J1-P5GRN-YEL
J6-P7WHT-ORG
CPU/Sound board
validated
52
Turntable index
Opto
switch.turntable-index
position.index
J1-P5GRN-YEL
J6-P6WHT-YEL
CPU/Sound board
validated
53
Turntable home
Opto
switch.turntable-home
position.home
J1-P5GRN-YEL
J6-P5WHT-GRN
CPU/Sound board
validated
54
Left lane target
Microswitch
switch.left-lane-target
J1-P5GRN-YEL
J6-P3WHT-BLU
CPU/Sound board
validated
55
N2O target left
Microswitch
switch.n2o-target-left
J1-P5GRN-YEL
J6-P2WHT-VIO
CPU/Sound board
validated
56
Right 1-bank drop target
Microswitch
switch.right-1-bank-drop-target
position.down
J1-P5GRN-YEL
J6-P1WHT-GRY
CPU/Sound board
validated
57
Left 1-bank drop target
Microswitch
switch.left-1-bank-drop-target
position.down
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
Unused matrix switch #60
switch.unused-matrix-switch-60
J1-P5GRN-YEL
J12-P6TAN-YEL
CPU/Sound board
validated
61
Unused matrix switch #61
switch.unused-matrix-switch-61
J1-P5GRN-YEL
J12-P4TAN-GRN
CPU/Sound board
validated
62
Unused matrix switch #62
switch.unused-matrix-switch-62
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
Action button
Button
switch.action-button
cabinet.action
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
validated
82
Right flipper button
Button
switch.right-flipper-button
cabinet.flipper
validated
83
Left flipper end-of-strokeNC
Leaf
switch.left-flipper-end-of-stroke
validated
84
Left flipper button
Button
switch.left-flipper-button
cabinet.flipper
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

31
31 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
Mid ramp power
device.mid-ramp-power Coil
Q3BRN-ORG
I/O Power Driver board
validated
4
Mid ramp hold
device.mid-ramp-hold Coil
Q4BRN-YEL
I/O Power Driver board
validated
5
Upper ramp power
device.upper-ramp-power Coil
Q5BRN-GRN
I/O Power Driver board
validated
6
Upper ramp hold
device.upper-ramp-hold Coil
Q6BRN-BLU
I/O Power Driver board
validated
7
Center 5-bank drop reset
device.center-5-bank-drop-reset 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
Top pop bumper
device.top-pop-bumper 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
22
Turntable / car motor
device.turntable-car-motor Motor
Q22VIO-BLU
I/O Power Driver board
validated
24
Optional coin meteropt
device.optional-coin-meter Relay
cabinet.coin-meter
Q24VIO-GRY
I/O Power Driver board
validated
51
Left orbit control gate
device.left-orbit-control-gate Coil
Q51YEL-BRN
12-transistor driver board 520-5326-02
validated
52
Right orbit control gate
device.right-orbit-control-gate Coil
Q52YEL-GRY
12-transistor driver board 520-5326-02
validated
53
Right 1-bank drop target up
device.right-1-bank-drop-target-up Coil
Q53YEL-ORG
12-transistor driver board 520-5326-02
validated
54
Right 1-bank drop target down
device.right-1-bank-drop-target-down Coil
Q54YEL-BLK
12-transistor driver board 520-5326-02
validated
55
Left 1-bank drop target up
device.left-1-bank-drop-target-up Coil
Q55YEL-GRN
12-transistor driver board 520-5326-02
validated
56
Left 1-bank drop target down
device.left-1-bank-drop-target-down Coil
Q56YEL-BLU
12-transistor driver board 520-5326-02
validated
57
Unused auxiliary address #57
device.unused-auxiliary-address-57 Coil
validated
58
Unused auxiliary address #58
device.unused-auxiliary-address-58 Coil
validated
59
Right scoop eject
device.right-scoop-eject Coil
Q41ORG-BRN
12-transistor driver board 520-5326-02
validated
60
Ramp diverter
device.ramp-diverter Coil
Q42ORG-RED
12-transistor driver board 520-5326-02
validated
64
Unused 12-transistor output Q46
device.unused-12-transistor-output-q46 Coil
Q46ORG-BLU
12-transistor driver board 520-5326-02
validated
65
Unused auxiliary address #65
device.unused-auxiliary-address-65 Coil
validated
66
Unused auxiliary address #66
device.unused-auxiliary-address-66 Coil
validated

Flashers

17
17 shown
# Name Device ID Role Wiring Evidence
17
Left orbit arrow flasher
device.left-orbit-arrow-flasher
Q17VIO-BRN
I/O Power Driver board
validated
18
Right orbit arrow flasher
device.right-orbit-arrow-flasher
Q18VIO-RED
I/O Power Driver board
validated
19
Left slingshot flasher
device.left-slingshot-flasher
Q19VIO-ORG
I/O Power Driver board
validated
20
Right slingshot flasher
device.right-slingshot-flasher
Q20VIO-YEL
I/O Power Driver board
validated
21
Back-panel left flasher
device.back-panel-left-flasher
Q21VIO-GRN
I/O Power Driver board
validated
23
Back-panel right flasher
device.back-panel-right-flasher
Q23VIO-BLK
I/O Power Driver board
validated
25
Pop-bumpers right flasher
device.pop-bumpers-right-flasher
Q25BLK-BRN
I/O Power Driver board
validated
26
Pop-bumpers left flasher
device.pop-bumpers-left-flasher
Q26BLK-RED
I/O Power Driver board
validated
27
Right scoop arrow flasher
device.right-scoop-arrow-flasher
Q27BLK-ORG
I/O Power Driver board
validated
28
180 flasher
device.180-flasher
Q28BLK-YEL
I/O Power Driver board
validated
29
Skill-shot flasher
device.skill-shot-flasher
Q29BLK-GRN
I/O Power Driver board
validated
30
Turntable flasher
device.turntable-flasher
Q30BLK-BLU
I/O Power Driver board
validated
31
Speaker-panel right flasher
device.speaker-panel-right-flasher
cabinet.speaker-panel
Q31BLK-VIO
I/O Power Driver board
validated
32
Speaker-panel left flasher
device.speaker-panel-left-flasher
cabinet.speaker-panel
Q32BLK-GRY
I/O Power Driver board
validated
61
Backbox flasher #1
device.backbox-flasher-1
cabinet.backbox
Q43ORG-BLK
12-transistor driver board 520-5326-02
validated
62
Backbox flasher #2
device.backbox-flasher-2
cabinet.backbox
Q44ORG-YEL
12-transistor driver board 520-5326-02
validated
63
Backbox flasher #3
device.backbox-flasher-3
cabinet.backbox
Q45ORG-GRN
12-transistor driver board 520-5326-02
validated

Lamps

144

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
129–136
137–144
Hover or tap an address to identify it.
144 shown
# Name Device ID Kind Role Wiring Evidence
1
Start button
lamp.start-button Lamp
cabinet.start
Q33
I/O Power Driver board
validated
2
Tournament start button
lamp.tournament-start-button Lamp
cabinet.tournament
Q33
I/O Power Driver board
validated
3
Unused matrix lamp #3
lamp.unused-matrix-lamp-3 Lamp
Q33
I/O Power Driver board
validated
4
Unused matrix lamp #4
lamp.unused-matrix-lamp-4 Lamp
Q33
I/O Power Driver board
validated
5
Unused matrix lamp #5
lamp.unused-matrix-lamp-5 Lamp
Q33
I/O Power Driver board
validated
6
Unused matrix lamp #6
lamp.unused-matrix-lamp-6 Lamp
Q33
I/O Power Driver board
validated
7
Unused matrix lamp #7
lamp.unused-matrix-lamp-7 Lamp
Q33
I/O Power Driver board
validated
8
Unused matrix lamp #8
lamp.unused-matrix-lamp-8 Lamp
Q33
I/O Power Driver board
validated
9
MUSTAN(G)
lamp.mustan-g Lamp
Q34
I/O Power Driver board
validated
10
MUSTA(N)G
lamp.musta-n-g Lamp
Q34
I/O Power Driver board
validated
11
MUST(A)NG
lamp.must-a-ng Lamp
Q34
I/O Power Driver board
validated
12
MUS(T)ANG
lamp.mus-t-ang Lamp
Q34
I/O Power Driver board
validated
13
MU(S)TANG
lamp.mu-s-tang Lamp
Q34
I/O Power Driver board
validated
14
M(U)STANG
lamp.m-u-stang Lamp
Q34
I/O Power Driver board
validated
15
(M)USTANG
lamp.m-ustang Lamp
Q34
I/O Power Driver board
validated
16
Pony top lane #4
lamp.pony-top-lane-4 Lamp
Q34
I/O Power Driver board
validated
17
Pony top lane #3
lamp.pony-top-lane-3 Lamp
Q35
I/O Power Driver board
validated
18
Pony top lane #2
lamp.pony-top-lane-2 Lamp
Q35
I/O Power Driver board
validated
19
Pony top lane #1
lamp.pony-top-lane-1 Lamp
Q35
I/O Power Driver board
validated
20
Ford top lane #1 (L)
lamp.ford-top-lane-1-l Lamp
Q35
I/O Power Driver board
validated
21
Ford top lane #2
lamp.ford-top-lane-2 Lamp
Q35
I/O Power Driver board
validated
22
Ford top lane #3
lamp.ford-top-lane-3 Lamp
Q35
I/O Power Driver board
validated
23
Ford top lane #4
lamp.ford-top-lane-4 Lamp
Q35
I/O Power Driver board
validated
24
N2O center
lamp.n2o-center Lamp
Q35
I/O Power Driver board
validated
25
Jackpot right
lamp.jackpot-right Lamp
Q36
I/O Power Driver board
validated
26
Right orbit green
lamp.right-orbit-green Lamp
Q36
I/O Power Driver board
validated
27
Right orbit yellow
lamp.right-orbit-yellow Lamp
Q36
I/O Power Driver board
validated
28
Right orbit red
lamp.right-orbit-red Lamp
Q36
I/O Power Driver board
validated
29
Multiball
lamp.multiball Lamp
Q36
I/O Power Driver board
validated
30
Right 1-bank drop target
lamp.right-1-bank-drop-target Lamp
Q36
I/O Power Driver board
validated
31
Jackpot center
lamp.jackpot-center Lamp
Q36
I/O Power Driver board
validated
32
N2O right
lamp.n2o-right Lamp
Q36
I/O Power Driver board
validated
33
Right 3-bank top
lamp.right-3-bank-top Lamp
Q37
I/O Power Driver board
validated
34
Right 3-bank center
lamp.right-3-bank-center Lamp
Q37
I/O Power Driver board
validated
35
Right 3-bank bottom
lamp.right-3-bank-bottom Lamp
Q37
I/O Power Driver board
validated
36
Right return lane
lamp.right-return-lane Lamp
Q37
I/O Power Driver board
validated
37
Right outlane
lamp.right-outlane Lamp
Q37
I/O Power Driver board
validated
38
Right special
lamp.right-special Lamp
Q37
I/O Power Driver board
validated
39
Left outlane top
lamp.left-outlane-top Lamp
Q37
I/O Power Driver board
validated
40
Left return lane
lamp.left-return-lane Lamp
Q37
I/O Power Driver board
validated
41
Left special
lamp.left-special Lamp
Q38
I/O Power Driver board
validated
42
Extra ball
lamp.extra-ball Lamp
Q38
I/O Power Driver board
validated
43
N2O boost
lamp.n2o-boost Lamp
Q38
I/O Power Driver board
validated
44
Left orbit red
lamp.left-orbit-red Lamp
Q38
I/O Power Driver board
validated
45
Left orbit yellow
lamp.left-orbit-yellow Lamp
Q38
I/O Power Driver board
validated
46
Left orbit green
lamp.left-orbit-green Lamp
Q38
I/O Power Driver board
validated
47
Jackpot left
lamp.jackpot-left Lamp
Q38
I/O Power Driver board
validated
48
N2O left
lamp.n2o-left Lamp
Q38
I/O Power Driver board
validated
49
Left 1-bank drop target
lamp.left-1-bank-drop-target Lamp
Q39
I/O Power Driver board
validated
50
2015 Mustang / 2013 Boss 302
lamp.2015-mustang-2013-boss-302 Lamp
Q39
I/O Power Driver board
validated
51
2012 Mustang / 2012 Boss 302
lamp.2012-mustang-2012-boss-302 Lamp
Q39
I/O Power Driver board
validated
52
1968 Mustang / 1969 Boss 302 bottom
lamp.1968-mustang-1969-boss-302-bottom Lamp
Q39
I/O Power Driver board
validated
53
1970 Mustang / 1970 Boss 302
lamp.1970-mustang-1970-boss-302 Lamp
Q39
I/O Power Driver board
validated
54
2011 Mustang / 2011 Boss 302 right
lamp.2011-mustang-2011-boss-302-right Lamp
Q39
I/O Power Driver board
validated
55
1965 Mustang / 1969 Boss 302 top
lamp.1965-mustang-1969-boss-302-top Lamp
Q39
I/O Power Driver board
validated
56
1969 Mustang / 1970 Boss 429
lamp.1969-mustang-1970-boss-429 Lamp
Q39
I/O Power Driver board
validated
57
2000 Mustang / 1971 Boss 351
lamp.2000-mustang-1971-boss-351 Lamp
Q40
I/O Power Driver board
validated
58
Nitrous upgrade
lamp.nitrous-upgrade Lamp
Q40
I/O Power Driver board
validated
59
Body mods
lamp.body-mods Lamp
Q40
I/O Power Driver board
validated
60
Drive-train upgrade
lamp.drive-train-upgrade Lamp
Q40
I/O Power Driver board
validated
61
Engine upgrade
lamp.engine-upgrade Lamp
Q40
I/O Power Driver board
validated
62
Tire upgrade
lamp.tire-upgrade Lamp
Q40
I/O Power Driver board
validated
63
Handling upgrade
lamp.handling-upgrade Lamp
Q40
I/O Power Driver board
validated
64
Tech upgrade
lamp.tech-upgrade Lamp
Q40
I/O Power Driver board
validated
65
1st gear
lamp.1st-gear Lamp
Q41
I/O Power Driver board
validated
66
3rd gear
lamp.3rd-gear Lamp
Q41
I/O Power Driver board
validated
67
5th gear
lamp.5th-gear Lamp
Q41
I/O Power Driver board
validated
68
2nd gear
lamp.2nd-gear Lamp
Q41
I/O Power Driver board
validated
69
4th gear
lamp.4th-gear Lamp
Q41
I/O Power Driver board
validated
70
6th gear
lamp.6th-gear Lamp
Q41
I/O Power Driver board
validated
71
Unused matrix lamp #71
lamp.unused-matrix-lamp-71 Lamp
Q41
I/O Power Driver board
validated
72
Unused matrix lamp #72
lamp.unused-matrix-lamp-72 Lamp
Q41
I/O Power Driver board
validated
73
Shoot again
lamp.shoot-again Lamp
Q42
I/O Power Driver board
validated
74
Unused matrix lamp #74
lamp.unused-matrix-lamp-74 Lamp
Q42
I/O Power Driver board
validated
75
Unused matrix lamp #75
lamp.unused-matrix-lamp-75 Lamp
Q42
I/O Power Driver board
validated
76
Unused matrix lamp #76
lamp.unused-matrix-lamp-76 Lamp
Q42
I/O Power Driver board
validated
77
Top pop bumper
lamp.top-pop-bumper Lamp
Q42
I/O Power Driver board
validated
78
Left pop bumper
lamp.left-pop-bumper Lamp
Q42
I/O Power Driver board
validated
79
Bottom pop bumper
lamp.bottom-pop-bumper Lamp
Q42
I/O Power Driver board
validated
80
Right pop bumper
lamp.right-pop-bumper Lamp
Q42
I/O Power Driver board
validated
81
Grid red 1
lamp.grid-red-1 Lamp
validated
82
Grid red 2
lamp.grid-red-2 Lamp
validated
83
Grid red 3
lamp.grid-red-3 Lamp
validated
84
Grid red 4
lamp.grid-red-4 Lamp
validated
85
Grid red 5
lamp.grid-red-5 Lamp
validated
86
Grid white 1
lamp.grid-white-1 Lamp
validated
87
Grid white 2
lamp.grid-white-2 Lamp
validated
88
Grid white 3
lamp.grid-white-3 Lamp
validated
89
Grid white 4
lamp.grid-white-4 Lamp
validated
90
Grid white 5
lamp.grid-white-5 Lamp
validated
91
Grid blue 1
lamp.grid-blue-1 Lamp
validated
92
Grid blue 2
lamp.grid-blue-2 Lamp
validated
93
Grid blue 3
lamp.grid-blue-3 Lamp
validated
94
Grid blue 4
lamp.grid-blue-4 Lamp
validated
95
Grid blue 5
lamp.grid-blue-5 Lamp
validated
96
Shift right target
lamp.shift-right-target Lamp
validated
97
Shift left target
lamp.shift-left-target Lamp
validated
98
Shot arrow #1 white
lamp.shot-arrow-1-white Lamp
validated
99
Shot arrow #2 white
lamp.shot-arrow-2-white Lamp
validated
100
Shot arrow #3 white
lamp.shot-arrow-3-white Lamp
validated
101
Shot arrow #4 white
lamp.shot-arrow-4-white Lamp
validated
102
New car
lamp.new-car Lamp
validated
103
Toolbox
lamp.toolbox Lamp
validated
104
Upgrade
lamp.upgrade Lamp
validated
105
360 bottom
lamp.360-bottom Lamp
validated
106
360 top
lamp.360-top Lamp
validated
107
Shoot combo jackpot
lamp.shoot-combo-jackpot Lamp
validated
108
Short cut
lamp.short-cut Lamp
validated
109
18(0)
lamp.18-0 Lamp
validated
110
1(8)0
lamp.1-8-0 Lamp
validated
111
(1)80
lamp.1-80 Lamp
validated
112
Mystery Ford
lamp.mystery-ford Lamp
validated
113
Shot arrow #5 white
lamp.shot-arrow-5-white Lamp
validated
114
Shot arrow #6 white
lamp.shot-arrow-6-white Lamp
validated
115
Shot arrow #7 white
lamp.shot-arrow-7-white Lamp
validated
116
Shot arrow #8 white
lamp.shot-arrow-8-white Lamp
validated
117
Shot arrow #1 green
lamp.shot-arrow-1-green RGB lamp
validated
118
Shot arrow #1 blue
lamp.shot-arrow-1-blue RGB lamp
validated
119
Shot arrow #1 red
lamp.shot-arrow-1-red RGB lamp
validated
120
Shot arrow #2 green
lamp.shot-arrow-2-green RGB lamp
validated
121
Shot arrow #2 blue
lamp.shot-arrow-2-blue RGB lamp
validated
122
Shot arrow #2 red
lamp.shot-arrow-2-red RGB lamp
validated
123
Shot arrow #3 green
lamp.shot-arrow-3-green RGB lamp
validated
124
Shot arrow #3 blue
lamp.shot-arrow-3-blue RGB lamp
validated
125
Shot arrow #3 red
lamp.shot-arrow-3-red RGB lamp
validated
126
Shot arrow #4 green
lamp.shot-arrow-4-green RGB lamp
validated
127
Shot arrow #4 blue
lamp.shot-arrow-4-blue RGB lamp
validated
128
Shot arrow #4 red
lamp.shot-arrow-4-red RGB lamp
validated
129
Action button white
lamp.action-button-white Lamp
cabinet.action
validated
130
Shot arrow #5 green
lamp.shot-arrow-5-green RGB lamp
validated
131
Shot arrow #5 blue
lamp.shot-arrow-5-blue RGB lamp
validated
132
Shot arrow #5 red
lamp.shot-arrow-5-red RGB lamp
validated
133
Shot arrow #6 green
lamp.shot-arrow-6-green RGB lamp
validated
134
Shot arrow #6 blue
lamp.shot-arrow-6-blue RGB lamp
validated
135
Shot arrow #6 red
lamp.shot-arrow-6-red RGB lamp
validated
136
Shot arrow #7 green
lamp.shot-arrow-7-green RGB lamp
validated
137
Shot arrow #7 blue
lamp.shot-arrow-7-blue RGB lamp
validated
138
Shot arrow #7 red
lamp.shot-arrow-7-red RGB lamp
validated
139
Shot arrow #8 green
lamp.shot-arrow-8-green RGB lamp
validated
140
Shot arrow #8 blue
lamp.shot-arrow-8-blue RGB lamp
validated
141
Shot arrow #8 red
lamp.shot-arrow-8-red RGB lamp
validated
142
Action button green
lamp.action-button-green RGB lamp
cabinet.action
validated
143
Action button blue
lamp.action-button-blue RGB lamp
cabinet.action
validated
144
Action button red
lamp.action-button-red RGB lamp
cabinet.action
validated

General illumination

1
1 shown
# Name Device ID Evidence
0
General illumination
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.

Six-ball trough

mechanism.trough

Kicker

The physical trough has six ball-position sensors 17-22 plus jam opto 23. The working VPX script creates six balls but configures cvpmBallStack slots as 23,22,21,20,19,18, omitting physical switch 17 and occupying the jam position; this exact script behavior is recorded because it is the proven controller integration, while authors should construct the seven physical sensors shown by the manual. Output 1 ejects from the right end and the script pulses switch 22 after firing.

Auto launcher

mechanism.auto-launcher

Kicker

Output 2 fires the automatic plunger for a ball resting at shooter-lane switch 47. The working recreation fires at force 8 and then pulls the plunger back when the output de-asserts.

Right scoop

mechanism.right-scoop

Kicker

Switch 43 remains active while a ball is held in the right scoop. Public output 59 is auxiliary-board transistor Q41 and ejects toward 185 degrees with nominal force 20, Z 0.4, and force variation 2 in the working table. Its optional erratic-scoop helper briefly captures the entering ball with a script-only magnet before enabling the physical scoop; it is recreation behavior, not another PinMAME output.

Right captive-ball assembly

mechanism.captive-ball

Toy

One nailed ball moves between back switch 8 and front/rest switch 9. The working script uses force transfer 1, minimum impact force 7, and travel/captive parameter 10, then returns the ball toward switch 9.

Mid raising ramp

mechanism.mid-ramp

Motorized

The physical ramp has dual power/hold outputs 3 and 4 and down sensor 49. The working script uses output 4 as the sustained position signal: asserted lowers the modeled ramp from height 60 to 0 and enables its upper collision surface; de-asserted raises it back to 60 and disables that surface. It does not drive switch 49, so physical switch placement comes from the manual and runtime polarity needs to follow the ROM diagnostic if a native geometry model is used.

Upper raising ramp

mechanism.upper-ramp

Motorized

The upper ramp has dual power/hold outputs 5 and 6. The working script uses output 6 as the sustained position signal: asserted lowers the modeled ramp from height 120 to 60, removes the blocking collision surface, and clears switch 50; de-asserted raises it to 120, restores the collision surface, and activates switch 50.

Rotating Mustang car turntable

mechanism.turntable

Rotary

Output 22 runs the turntable continuously. The working script rotates the car by 0.1 degree per timer tick, pulses index opto 52 across seven broad sectors with narrow clear gaps, and activates home opto 53 from about 352 degrees through wraparound before clearing it between 3 and 5 degrees.

Left and right single drop targets

mechanism.single-drop-targets

Drop Target Bank

Right switch 56 and left switch 57 stay active while their targets are down. Outputs 53/54 raise/lower the right target and 55/56 raise/lower the left target; the working script updates each sustained switch state directly when those outputs fire.

Left-ramp diverter

mechanism.ramp-diverter

Diverter

Public output 60 is auxiliary-board transistor Q42. While asserted, the working script enables the diverter and routes a ball hitting its trigger to the alternate ramp path; it disables that route when de-asserted. There is no position sensor.

Spinner

mechanism.spinner

Other

Each spinner rotation pulses switch 48. The manual identifies assembly 180-5010-04.

Senses

Recreation notes

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

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

Identity and variants

This definition covers the shared Premium, Limited Edition, and Boss playfield used by PinMAME mt_*h, mt_*hb, and mt_*hc drivers. Boss changes the presentation package; c changes ROM display colorization. Non-h drivers are the physically different Pro machine and belong to a separate partial definition.

Evidence precedence

The known-working VPW table script Mustang (Stern 2014) v1.27.vbs is authoritative for controller-facing addresses, callbacks, initial runtime state, active polarity, ball routing, and mechanism causality. The official Stern manual is authoritative for physical device inventory, construction, wiring, part numbers, and diagnostic numbering. Pinned PinMAME source is authoritative for SAM controller topology, custom-solenoid routing, display shape, and driver identity. Static analysis of exact Mustang 1.45 LE firmware supports ROM-resident diagnostic semantics but never overrides observed working-script behavior.

Switch topology

Matrix switches 1-64, dedicated D1-D8 at public 65-72, flipper switches D9-D16 at public 81-88, D17-D24 at public -7 through 0, and DIP D25-D32 are all enumerated. Switches 49 and 50 are the mid-ramp-down and upper-ramp-down positions shown by the manual; the working script only actively updates 50. Switches 52 and 53 are the turntable index and home optos. Single drop targets are 56 right and 57 left. The normally-closed EOS contacts are 83 left and 81 right.

Lamp addressing

Physical service-manual diagnostic numbers and PinMAME callback channels are not identical for the 64 Board-5 LED channels. The JSON therefore keeps the physical number as manual.address while binding the public ChangedLamps address. Standard lamps 1-80 are direct. Diagnostic 98 Toolbox is public 103 and diagnostic 99 New Car is public 102. Diagnostic white arrows 109-112 are public 98-101; 113-116 remain public 113-116. RGB channels serialize in G/B/R-style groups: for example physical arrow-1 diagnostics 117/118/119 map to public 119/117/118. Physical action-button white 141 is public 129, and red/green/blue 142/143/144 map to public 144/142/143. Bind the controller to JSON addresses, not the printed diagnostic number.

Coils and auxiliary driver board

Main outputs 1-32 use the SAM I/O Power Driver board. The 12-transistor board 520-5326-02 is split by PinMAME into public addresses 51-56 for physical Q51-Q56 and public 59-64 for physical Q41-Q46. Thus the right scoop printed as manual output 41 is public 59, the diverter 42 is public 60, backbox flashers 43-45 are public 61-63, and unused Q46 is public 64. Public holes 57, 58, 65, and 66 are enumerated as unused so the complete 16-custom-solenoid SAM space remains explicit.

Trough and shooter lane

The manual defines six ball-position sensors 17-22 plus jam opto 23. The working script creates six balls but calls InitSw 0,23,22,21,20,19,18,0, so its proven runtime model occupies 18-23 and omits physical sensor 17. Recreate all seven physical inputs, preserve the script-compatible runtime ordering until a ROM harness proves a better mapping, and keep this discrepancy visible. Output 1 ejects from the right end and the script pulses switch 22; output 2 auto-launches from shooter-lane switch 47.

Raising ramps

The mid ramp uses power output 3, hold output 4, and physical down switch 49. The working script keys motion from hold output 4 but does not update 49: asserted lowers its modeled height from 60 to 0 and enables the upper collision surface, while de-asserted raises it and removes that surface. The upper ramp similarly uses power 5 and hold 6; asserted hold lowers from 120 to 60, removes its blocker, and clears switch 50, while de-asserted raises it, restores the blocker, and activates 50. Follow this working-script polarity even though the printed Upper Ramp Down label makes the active raised state counterintuitive.

Turntable and car

Output 22 runs the Mustang car turntable. The working recreation advances the car by 0.1 degree per timer tick. Index opto 52 is active across seven broad sectors separated by narrow clear windows. Home opto 53 becomes active above roughly 352 degrees through wraparound and clears between approximately 3 and 5 degrees. The car and opposite decorative disc rotate in opposite directions; sample current turntable angle for any attached visuals rather than assuming a fixed home-only animation.

Drop targets and gates

GEARS switches 34-38 latch while down and output 7 resets the entire five-bank. The right single target uses switch 56 with outputs 53 up and 54 down; the left uses switch 57 with outputs 55 up and 56 down. Their switch states are sustained. Public outputs 51 and 52 open the left and right orbit gates while asserted. Public output 60 selects the alternate left-ramp route and has no separate position sensor.

Scoop and captive ball

The right scoop holds a ball on switch 43 and public output 59 ejects it. The working table uses direction 185 degrees, force 20, Z 0.4, and force variance 2. Its optional erratic-scoop helper momentarily applies a script-only magnet to make settling look natural; do not invent a PinMAME magnet output for it. The captive-ball assembly contains one nailed ball, uses back switch 8 and front/rest switch 9, and in the working recreation uses force transfer 1, minimum impact force 7, and captive travel parameter 10.

Standard mechanisms

Four pop bumpers pair switches 30-33 with outputs 9-12. Slingshots pair switches 26/27 with outputs 13/14. Lower flippers use outputs 15/16, buttons 84/82, and normally-closed EOS inputs 83/81. Spinner rotations pulse switch 48. Standups 1-5, 41-42, and 54-55 pulse; lane, orbit, outlane, trough, scoop, ramp, and target-position switches remain active while occupied or positioned as described by the JSON.

Recreation checklist

  • Build every physical input and output listed in the JSON, including explicit unused controller addresses, the seven trough/jam sensors, 12-transistor board, standard matrix lamps, Board-5 LEDs, and native 128x32 DMD.
  • Initialize the five-bank and both single targets raised, the turntable at home, ramps according to the working callback states, and the captive ball at front/rest switch 9.
  • Use public callback bindings from the JSON for node-board LEDs and auxiliary outputs; retain printed numbers as diagnostic aliases only.
  • Preserve separate power and hold windings for both ramps even though the working VPX animation keys primarily from hold outputs.
  • Treat VPX force, angle, travel, and timing values as proven authoring starting points; refine geometry against physical measurements without changing controller causality.

Spatial coordinate model

Every physical playfield input, actuator, lamp, and GI socket has a normalized player-view placement: x=0 left, x=1 right, y=0 rear/backglass end, and y=1 apron. Exact object centers come from the known-working VPW table only after script/manual reconciliation. The seven trough contacts, ramp-position sensors, implicit EOS contacts, white-arrow companions, and 25 playfield GI callouts use explicitly disclosed assembly or drawing projections with practical uncertainty; cabinet, service, speaker-panel, backbox, virtual, unpopulated, and DIP devices are explicitly outside playfield space.

The official lighting drawing proves 32 physical GI emitters across four physical circuits behind one PinMAME transport channel: seven GI-3 and eight non-spot GI-1 wedge lamps, two separately called-out GI-1 spot assemblies, eight GI-0 bayonet lamps, and seven red GI-2 rear bayonet lamps. The seven rear red centers additionally reconcile to exact VPW geometry. The VPW GI_ALL collection contains 52 render lights and broad GI field helpers; those are excluded from the physical count. Public lamp 98 remains manual white-arrow diagnostic 109 even though the table also uses that state as a render trigger for GI_ALL.

The service manual proves trough switches 17-22 plus jam 23, but provides only one assembly callout. Their seven distinct points are calibrated projections within that region and preserve physical ordering. The proven VPW shortcut initializes 18-23 and omits physical 17; this is retained as a runtime discrepancy, not promoted into a false hardware inventory.

Sources

  • manual.mustang-premium-boss-le: official Stern manual Mustang_LE_web.pdf, SHA-256 b2ae8cdffdfba0640e4f82951369b0596d7599f52111acd1cf794918145917cc; I/O tables on PDF pages 8-17 and parts/mechanism drawings later in the document.
  • vpx-table.mustang-premium-le-vpw-1.27-geometry: exact known-working table Mustang (Stern 2014) v1.27.vpx, 192,118,784 bytes, SHA-256 f3f5e24665cf8bc0231f16e9cb28eed7c2cc1ff265d9c7e3cf93bf8589fe59e1; retained externally under pinmame-vpx-sources/stern/mustang-premium-limited-edition-boss-2014/source.
  • vpx.mustang-premium-le-vpw-1.27: known-working VPW script at vpxtable_scripts revision 0c036bb61b4b4e8c778c37559f6795df8cd1521e, SHA-256 092611fc754374d11d032b81b63638b5a2dc2f43464ee6c7c3cd27874c77e5c3.
  • pinmame.core.4ec52ff0ac13: pinned SAM implementation and Mustang node-board/custom-solenoid configuration.
  • rom.mustang-le-1.45-static-analysis: exact 1.45 LE image, CRC32 20ec78b3, SHA-256 4d26f0cca37435800ea84fa6687e0d6be006437194db36d9087e0e8bcdb9cf25; ROM bytes remain external and are never committed.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
mt_145hcMustang Limited Edition (V1.45) (Colored MOD)
Colored-ROM modification only; physical playfield I/O, mechanisms, wiring, and native 128x32 DMD topology are unchanged.
2016mt_145hidentical
mt_145hbMustang Boss (V1.45)
Boss trim/art package using the same Premium/LE playfield I/O, mechanisms, wiring, and native display topology.
2016mt_145hidentical
mt_145hMustang Limited Edition (V1.45)
Firmware revision within this physical edition; playfield I/O, mechanisms, wiring, and native display topology are unchanged.
2016identical
mt_140hbMustang Boss (V1.4)
Boss trim/art package using the same Premium/LE playfield I/O, mechanisms, wiring, and native display topology.
2014mt_145hidentical
mt_140hMustang Limited Edition (V1.4)
Firmware revision within this physical edition; playfield I/O, mechanisms, wiring, and native display topology are unchanged.
2014mt_145hidentical
mt_130hMustang Limited Edition (V1.3)
Firmware revision within this physical edition; playfield I/O, mechanisms, wiring, and native display topology are unchanged.
2014mt_145hidentical

Parent set: mt_145h — 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.mustang-premium-boss-le

    Mustang_LE_web.pdf, PDF pages 8-17 and mechanism/parts drawings

    by
    Stern Pinball
    sha256
    b2ae8cdffdfb…
  • VPX script

    vpx.mustang-premium-le-vpw-1.27

    Mustang (Stern 2014) v1.27.vbs lines 138, 204-300, 420-780, 850-930, 1280-1445, and lamp update routines

    github.comlines 138, 204-300, 420-780, 850-930, 1280-1445
    by
    VPW contributors, prior table authors, and vpxtable_scripts contributors
    rev
    0c036bb61b4b
    sha256
    092611fc7543…
  • ROM analysis

    rom.mustang-le-1.45-static-analysis

    MUS145LE.BIN / mt_145h.bin, 63098052 bytes, CRC32 20ec78b3; PinMAME ROM_LOAD in src/wpc/sam.c and Ghidra raw image base 0x04000000

    by
    Stern Pinball firmware; analyzed locally from the user-authorized ROM corpus and official Stern download
    sha256
    4d26f0cca374…
  • PinMAME source

    BSD-3-Clause

    pinmame.core.4ec52ff0ac13

    src/wpc/sam.c Mustang INITGAME/node-board declarations and src/wpc/core.c custom-solenoid mapping

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • PinMAME catalog

    BSD-3-Clause

    pinmame.catalog.4ec52ff0ac13

    PinmameGetGames

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • VPX table

    vpx-table.mustang-premium-le-vpw-1.27-geometry

    Mustang (Stern 2014) v1.27.vpx (192,118,784 bytes), exact mt_145h table extracted with vpxtool git:v0.33.3. Coordinates are accepted only where the table geometry and working script reconcile with the official service-manual maps. Visual light pools, field proxies, apron helpers, and backglass effects are excluded from physical counts.

    external:pinmame-vpx-sources/stern/mustang-premium-limited-edition-boss-2014/source/Mustang (Stern 2014) v1.27.vpx
    by
    VPW and the table authors credited by the table distribution
    sha256
    f3f5e24665cf…

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

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

All 2 editions of Mustang, side by side

Same platform