Spider-Man

Author ready

Stern2007SAMstern.spider-man.2007

Wire it up

what an authoring tool needs first
Bind this ROM
sman_261

45 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.

Cabinet & flipper inputs
83flipper.lower.left.eos81flipper.lower.right.eos15cabinet.tournament16cabinet.start65cabinet.coin66cabinet.coin67cabinet.coin68cabinet.coin69cabinet.coin84cabinet.flipper.button82cabinet.flipper.button86cabinet.flipper.button-7cabinet.tilt-6cabinet.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

205 placements · 22 stacked · normalised player view · outline is nominal

1 Green Goblin target #1 (bottom)22 Green Goblin target #2 · 19 Green Goblin shake3 Green Goblin target #34 Green Goblin target #45 Green Goblin target #5 (top)6 Left stand-up target7 Left loop spinner8 Left loop switch9 Sandman motorized 3-bank left target410 Sandman motorized 3-bank center target · 49 Motorized 3-bank down position · 50 Motorized 3-bank up position · 20 Motorized 3-bank relay11 Sandman motorized 3-bank right target212 Sandman left stand-up target · 74 Sandman illumination13 Sandman right stand-up target14 Lower-left 10-point switch18 Trough ball #4 (drain side)19 Trough ball #320 Trough ball #221 Trough ball #1 VUK opto (shooter side)222 Trough stack/jam opto · 1 Trough up-kicker23 Shooter lane24 Left outlane25 Left return lane226 Left slingshot · 17 Left slingshot227 Right slingshot · 18 Right slingshot28 Right return lane29 Right outlane430 Left pop bumper · 9 Left pop bumper · 31 Pop-bumper flashers · 60 Left pop bumper431 Right pop bumper · 10 Right pop bumper · 31 Pop-bumper flashers · 61 Right pop bumper432 Bottom pop bumper · 11 Bottom pop bumper · 31 Pop-bumper flashers · 62 Bottom pop bumper33 Top left lane34 Top middle lane35 Top right lane236 Doc Ock vertical up-kicker · 4 Doc Ock vertical up-kicker37 Right loop high switch38 Right loop low switch39 Right 3-bank top target40 Right 3-bank middle target41 Right 3-bank bottom target342 Sandman target opto · 26 Sandman arrow flasher · 50 Sandman arrow #2 (center)43 Left ramp opto44 Right ramp entrance45 Right ramp exit46 Upper flipper lane47 Center ramp entrance248 Center ramp exit · 0 General illumination relay (four fused circuits)453 Sandman gate down position · 54 Sandman gate up position · 13 Sandman motor relay · 27 Sandman dome flasher357 Doc Ock gate down position · 58 Doc Ock gate up position · 5 Doc Ock motor relay259 Sandman vertical up-kicker · 12 Sandman vertical up-kicker63 Doc Ock target opto283 Left flipper end-of-stroke · 15 Lower-left flipper281 Right flipper end-of-stroke · 16 Lower-right flipper285 Upper-right flipper end-of-stroke D16 · 14 Upper-right flipper2 Auto launch3 Doc Ock magnet7 Left magnetic control gate8 Right magnetic control gate21 Doc Ock flasher22 Loop diverter23 Sandman flashers23 Sandman flashers25 Venom flashers25 Venom flashers28 Green Goblin flashers28 Green Goblin flashers229 Back-panel left flasher · 0 General illumination relay (four fused circuits)30 Back-panel right flasher3 Shoot Again4 Battle Royale5 Jack O'Lantern6 Sandman7 Daily Bugle8 Doc Ock9 The Amazing Spider-Man10 Green Goblin11 Electro12 Venom13 Tell MJ14 Super Hero15 Lock right loop16 Right loop arrow (white middle)17 Green Goblin #5 (top)18 Green Goblin #419 Green Goblin #320 Green Goblin #221 Green Goblin #1 (bottom)22 Spidey Falls for MJ23 Fire Fighting24 Green with Envy25 Left loop arrow (red top)26 Left loop arrow (white middle)27 Lock left loop28 Lock light29 Center ramp arrow (red top)30 Center ramp arrow (white middle)31 Venom center ramp32 Extra Ball33 Right ramp arrow (red top)34 Right ramp arrow (white middle)35 Royale Jackpot36 Doc Ock arrow (red top)37 Doc Ock arrow (white bottom)38 Battle on the Bridge39 Ock's Oscorp Outing40 Lend Me a Hand41 HERO H (left outlane)42 HERO E (left return)43 HERO R (right return)44 HERO O (right outlane)45 Left ramp arrow (red top)46 Left ramp arrow (white middle)47 Venom left ramp48 Right 3-bank #1 (top)49 Sandman arrow #1 (left)51 Sandman arrow #3 (right)52 Sandman 3-bank #1 (left)53 Sandman 3-bank #2 (center)54 Sandman 3-bank #3 (right)57 WEB W (top-left lane)58 WEB E (top-middle lane)59 WEB B (top-right lane)63 Right 3-bank #2 (middle)64 Right 3-bank #3 (bottom)65 Special466 Back-panel Venom Strikes Twice · 67 Symbiote Stalker · 68 Goo on You · 0 General illumination relay (four fused circuits)369 Concrete Ending · 70 Time Is Money · 71 Out of the Slammer72 Spider Sense275 Venom illumination · 0 General illumination relay (four fused circuits)76 Green Goblin illumination77 Doc Ock illumination78 Right loop arrow (red top)0 General illumination relay (four fused circuits)0 General illumination relay (four fused circuits)0 General illumination relay (four fused circuits)0 General illumination relay (four fused circuits)0 General illumination relay (four fused circuits)0 General illumination relay (four fused circuits)0 General illumination relay (four fused circuits)0 General illumination relay (four fused circuits)0 General illumination relay (four fused circuits)0 General illumination relay (four fused circuits)0 General illumination relay (four fused circuits)0 General illumination relay (four fused circuits)0 General illumination relay (four fused circuits)0 General illumination relay (four fused circuits)0 General illumination relay (four fused circuits)0 General illumination relay (four fused circuits)0 General illumination relay (four fused circuits)0 General illumination relay (four fused circuits)0 General illumination relay (four fused circuits)0 General illumination relay (four fused circuits)0 General illumination relay (four fused circuits)0 General illumination relay (four fused circuits)0 General illumination relay (four fused circuits)0 General illumination relay (four fused circuits)0 General illumination relay (four fused circuits)0 General illumination relay (four fused circuits)0 General illumination relay (four fused circuits)0 General illumination relay (four fused circuits)0 General illumination relay (four fused circuits)0 General illumination relay (four fused circuits)0 General illumination relay (four fused circuits)0 General illumination relay (four fused circuits)0 General illumination relay (four fused circuits)0 General illumination relay (four fused circuits)0 General illumination relay (four fused circuits)0 General illumination relay (four fused circuits)0 General illumination relay (four fused circuits)0 General illumination relay (four fused circuits)

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 playfield129
  • sensorsenses the ball56
  • effectmoves the ball20
  • nStackseveral devices in one spot22
159 devices shown

Not on the playfield24 cabinet or service, 21 unused, 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 Evidence
-7
Pendulum tilt
Tilt
switch.pendulum-tilt
cabinet.tilt
validated
-6
Slam tiltNCopt
Tilt
switch.slam-tilt
cabinet.tilt
validated
-5
Ticket notchopt
Microswitch
switch.ticket-notch
service.ticket
validated
-4
Unused dedicated switch D20
switch.dedicated-d20-unused
validated
-3
Coin-door Back button
Button
switch.service-back
service.button
validated
-2
Coin-door Minus button
Button
switch.service-minus
service.button
validated
-1
Coin-door Plus button
Button
switch.service-plus
service.button
validated
0
Coin-door Select button
Button
switch.service-select
service.button
validated
1
Green Goblin target #1 (bottom)
Microswitch
switch.green-goblin-target-1-bottom
validated
2
Green Goblin target #2
Microswitch
switch.green-goblin-target-2
validated
3
Green Goblin target #3
Microswitch
switch.green-goblin-target-3
validated
4
Green Goblin target #4
Microswitch
switch.green-goblin-target-4
validated
5
Green Goblin target #5 (top)
Microswitch
switch.green-goblin-target-5-top
validated
6
Left stand-up target
Microswitch
switch.left-stand-up-target
validated
7
Left loop spinner
Microswitch
switch.left-loop-spinner
validated
8
Left loop switch
Microswitch
switch.left-loop
validated
9
Sandman motorized 3-bank left target
Microswitch
switch.sandman-three-bank-left
validated
10
Sandman motorized 3-bank center target
Microswitch
switch.sandman-three-bank-center
validated
11
Sandman motorized 3-bank right target
Microswitch
switch.sandman-three-bank-right
validated
12
Sandman left stand-up target
Microswitch
switch.sandman-left-stand-up
validated
13
Sandman right stand-up target
Microswitch
switch.sandman-right-stand-up
validated
14
Lower-left 10-point switch
Microswitch
switch.lower-left-ten-point
validated
15
Tournament start buttonopt
Button
switch.tournament-start
cabinet.tournament
validated
16
Start button
Button
switch.start
cabinet.start
validated
17
Unused matrix switch 17
switch.matrix-17-unused
validated
18
Trough ball #4 (drain side)
Microswitch
switch.trough-ball-4-drain-side
validated
19
Trough ball #3
Microswitch
switch.trough-ball-3
validated
20
Trough ball #2
Microswitch
switch.trough-ball-2
validated
21
Trough ball #1 VUK opto (shooter side)
Opto
switch.trough-ball-1-vuk-opto
validated
22
Trough stack/jam opto
Opto
switch.trough-stack-opto
validated
23
Shooter lane
Microswitch
switch.shooter-lane
validated
24
Left outlane
Microswitch
switch.left-outlane
validated
25
Left return lane
Microswitch
switch.left-return-lane
validated
26
Left slingshot
Leaf
switch.left-slingshot
validated
27
Right slingshot
Leaf
switch.right-slingshot
validated
28
Right return lane
Microswitch
switch.right-return-lane
validated
29
Right outlane
Microswitch
switch.right-outlane
validated
30
Left pop bumper
Leaf
switch.left-pop-bumper
validated
31
Right pop bumper
Leaf
switch.right-pop-bumper
validated
32
Bottom pop bumper
Leaf
switch.bottom-pop-bumper
validated
33
Top left lane
Microswitch
switch.top-left-lane
validated
34
Top middle lane
Microswitch
switch.top-middle-lane
validated
35
Top right lane
Microswitch
switch.top-right-lane
validated
36
Doc Ock vertical up-kicker
Microswitch
switch.doc-ock-vuk
validated
37
Right loop high switch
Microswitch
switch.right-loop-high
validated
38
Right loop low switch
Microswitch
switch.right-loop-low
validated
39
Right 3-bank top target
Microswitch
switch.right-three-bank-top
validated
40
Right 3-bank middle target
Microswitch
switch.right-three-bank-middle
validated
41
Right 3-bank bottom target
Microswitch
switch.right-three-bank-bottom
validated
42
Sandman target opto
Opto
switch.sandman-target-opto
validated
43
Left ramp opto
Opto
switch.left-ramp-opto
validated
44
Right ramp entrance
Microswitch
switch.right-ramp-entrance
validated
45
Right ramp exit
Microswitch
switch.right-ramp-exit
validated
46
Upper flipper lane
Microswitch
switch.upper-flipper-lane
validated
47
Center ramp entrance
Microswitch
switch.center-ramp-entrance
validated
48
Center ramp exit
Microswitch
switch.center-ramp-exit
validated
49
Motorized 3-bank down position
Microswitch
switch.motorized-three-bank-down
validated
50
Motorized 3-bank up position
Microswitch
switch.motorized-three-bank-up
validated
51
Unused matrix switch 51
switch.matrix-51-unused
validated
52
Unused matrix switch 52
switch.matrix-52-unused
validated
53
Sandman gate down position
Microswitch
switch.sandman-gate-down
validated
54
Sandman gate up position
Microswitch
switch.sandman-gate-up
validated
55
Unused matrix switch 55
switch.matrix-55-unused
validated
56
Unused matrix switch 56
switch.matrix-56-unused
validated
57
Doc Ock gate down position
Microswitch
switch.doc-ock-gate-down
validated
58
Doc Ock gate up position
Microswitch
switch.doc-ock-gate-up
validated
59
Sandman vertical up-kicker
Microswitch
switch.sandman-vuk
validated
60
Unused matrix switch 60
switch.matrix-60-unused
validated
61
Unused matrix switch 61
switch.matrix-61-unused
validated
62
Unused matrix switch 62
switch.matrix-62-unused
validated
63
Doc Ock target opto
Opto
switch.doc-ock-target-opto
validated
64
Unused matrix switch 64
switch.matrix-64-unused
validated
65
Left coin chute
Button
switch.coin-left
cabinet.coin
validated
66
Center coin chute
Button
switch.coin-center
cabinet.coin
validated
67
Right coin chute
Button
switch.coin-right
cabinet.coin
validated
68
Fourth coin chuteopt
Button
switch.coin-fourth
cabinet.coin
validated
69
Fifth coin chuteopt
Button
switch.coin-fifth
cabinet.coin
validated
70
Unused dedicated switch D6
switch.dedicated-d6-unused
validated
71
Unused dedicated switch D7
switch.dedicated-d7-unused
validated
72
Unused dedicated switch D8
switch.dedicated-d8-unused
validated
81
Right flipper end-of-strokeNC
Leaf
switch.right-flipper-eos
flipper.lower.right.eos
validated
82
Right flipper button
Button
switch.right-flipper-button
cabinet.flipper.button
validated
83
Left flipper end-of-strokeNC
Leaf
switch.left-flipper-eos
flipper.lower.left.eos
validated
84
Left flipper button
Button
switch.left-flipper-button
cabinet.flipper.button
validated
85
Upper-right flipper end-of-stroke D16NC
Leaf
switch.upper-right-flipper-eos
validated
86
Upper-right flipper button D15
Button
switch.upper-right-flipper-button
cabinet.flipper.button
validated
87
Unused dedicated switch D14
switch.dedicated-d14-unused
validated
88
Unused dedicated switch D13
switch.dedicated-d13-unused
validated

Controlled devices

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

Coils, magnets & motors

26
26 shown
# Name Device ID Kind Role Wiring Evidence
1
Trough up-kicker
output.trough-up-kicker Coil
Q1
S.A.M. I/O Power Driver Board
validated
2
Auto launch
output.auto-launch Coil
Q2
S.A.M. I/O Power Driver Board
validated
3
Doc Ock magnet
output.doc-ock-magnet Magnet
Q3
S.A.M. I/O Power Driver Board
validated
4
Doc Ock vertical up-kicker
output.doc-ock-vuk Coil
Q4
S.A.M. I/O Power Driver Board
validated
5
Doc Ock motor relay
output.doc-ock-motor-relay Motor
Q5
S.A.M. I/O Power Driver Board
validated
6
Shaker motoropt
output.shaker-motor Motor
cabinet.shaker
Q6
S.A.M. I/O Power Driver Board
validated
7
Left magnetic control gate
output.left-control-gate Coil
Q7
S.A.M. I/O Power Driver Board
validated
8
Right magnetic control gate
output.right-control-gate Coil
Q8
S.A.M. I/O Power Driver Board
validated
9
Left pop bumper
output.left-pop-bumper Coil
Q9
S.A.M. I/O Power Driver Board
validated
10
Right pop bumper
output.right-pop-bumper Coil
Q10
S.A.M. I/O Power Driver Board
validated
11
Bottom pop bumper
output.bottom-pop-bumper Coil
Q11
S.A.M. I/O Power Driver Board
validated
12
Sandman vertical up-kicker
output.sandman-vuk Coil
Q12
S.A.M. I/O Power Driver Board
validated
13
Sandman motor relay
output.sandman-motor-relay Motor
Q13
S.A.M. I/O Power Driver Board
validated
14
Upper-right flipper
output.upper-right-flipper Coil
Q14
S.A.M. I/O Power Driver Board
validated
15
Lower-left flipper
output.lower-left-flipper Coil
Q15
S.A.M. I/O Power Driver Board
validated
16
Lower-right flipper
output.lower-right-flipper Coil
Q16
S.A.M. I/O Power Driver Board
validated
17
Left slingshot
output.left-slingshot Coil
Q17
S.A.M. I/O Power Driver Board
validated
18
Right slingshot
output.right-slingshot Coil
Q18
S.A.M. I/O Power Driver Board
validated
19
Green Goblin shake
output.green-goblin-shake Coil
Q19
S.A.M. I/O Power Driver Board
validated
20
Motorized 3-bank relay
output.motorized-three-bank-relay Motor
Q20
S.A.M. I/O Power Driver Board
validated
22
Loop diverter
output.loop-diverter Coil
Q22
S.A.M. I/O Power Driver Board
validated
24
Knocker / optional coin-meter outputopt
output.knocker-or-coin-meter Coil
cabinet.knocker_or_coin_meter
Q24
S.A.M. I/O Power Driver Board
validated
32
Unused main-driver output 32
output.main-driver-32-unused Coil
Q32
S.A.M. I/O Power Driver Board
validated
33
Ticket advance enableopt
output.ticket-advance Motor
service.ticket
AUX1
Auxiliary driver board 520-5326-02
validated
34
Ticket meteropt
output.ticket-meter Coil
service.ticket
AUX2
Auxiliary driver board 520-5326-02
validated
35
Auxiliary switched groundopt
output.aux-switched-ground Relay
service.ticket
AUX3
Auxiliary driver board 520-5326-02
validated

Flashers

9
9 shown
# Name Device ID Wiring Evidence
21
Doc Ock flasher
output.doc-ock-flasher
Q21
S.A.M. I/O Power Driver Board
validated
23
Sandman flashers
output.sandman-flashers
Q23
S.A.M. I/O Power Driver Board
validated
25
Venom flashers
output.venom-flashers
Q25
S.A.M. I/O Power Driver Board
validated
26
Sandman arrow flasher
output.sandman-arrow-flasher
Q26
S.A.M. I/O Power Driver Board
validated
27
Sandman dome flasher
output.sandman-dome-flasher
Q27
S.A.M. I/O Power Driver Board
validated
28
Green Goblin flashers
output.green-goblin-flashers
Q28
S.A.M. I/O Power Driver Board
validated
29
Back-panel left flasher
output.back-panel-left-flasher
Q29
S.A.M. I/O Power Driver Board
validated
30
Back-panel right flasher
output.back-panel-right-flasher
Q30
S.A.M. I/O Power Driver Board
validated
31
Pop-bumper flashers
output.pop-bumper-flashers
Q31
S.A.M. 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 Evidence
1
Start button
output.lamp-start-button
cabinet.start
validated
2
Tournament start buttonopt
output.lamp-tournament-start-button
cabinet.tournament
validated
3
Shoot Again
output.lamp-shoot-again
validated
4
Battle Royale
output.lamp-battle-royale
validated
5
Jack O'Lantern
output.lamp-jack-olantern
validated
6
Sandman
output.lamp-sandman
validated
7
Daily Bugle
output.lamp-daily-bugle
validated
8
Doc Ock
output.lamp-doc-ock
validated
9
The Amazing Spider-Man
output.lamp-the-amazing-spider-man
validated
10
Green Goblin
output.lamp-green-goblin
validated
11
Electro
output.lamp-electro
validated
12
Venom
output.lamp-venom
validated
13
Tell MJ
output.lamp-tell-mj
validated
14
Super Hero
output.lamp-super-hero
validated
15
Lock right loop
output.lamp-lock-right-loop
validated
16
Right loop arrow (white middle)
output.lamp-right-loop-arrow-white-middle
validated
17
Green Goblin #5 (top)
output.lamp-green-goblin-5-top
validated
18
Green Goblin #4
output.lamp-green-goblin-4
validated
19
Green Goblin #3
output.lamp-green-goblin-3
validated
20
Green Goblin #2
output.lamp-green-goblin-2
validated
21
Green Goblin #1 (bottom)
output.lamp-green-goblin-1-bottom
validated
22
Spidey Falls for MJ
output.lamp-spidey-falls-for-mj
validated
23
Fire Fighting
output.lamp-fire-fighting
validated
24
Green with Envy
output.lamp-green-with-envy
validated
25
Left loop arrow (red top)
output.lamp-left-loop-arrow-red-top
validated
26
Left loop arrow (white middle)
output.lamp-left-loop-arrow-white-middle
validated
27
Lock left loop
output.lamp-lock-left-loop
validated
28
Lock light
output.lamp-lock-light
validated
29
Center ramp arrow (red top)
output.lamp-center-ramp-arrow-red-top
validated
30
Center ramp arrow (white middle)
output.lamp-center-ramp-arrow-white-middle
validated
31
Venom center ramp
output.lamp-venom-center-ramp
validated
32
Extra Ball
output.lamp-extra-ball
validated
33
Right ramp arrow (red top)
output.lamp-right-ramp-arrow-red-top
validated
34
Right ramp arrow (white middle)
output.lamp-right-ramp-arrow-white-middle
validated
35
Royale Jackpot
output.lamp-royale-jackpot
validated
36
Doc Ock arrow (red top)
output.lamp-doc-ock-arrow-red-top
validated
37
Doc Ock arrow (white bottom)
output.lamp-doc-ock-arrow-white-bottom
validated
38
Battle on the Bridge
output.lamp-battle-on-the-bridge
validated
39
Ock's Oscorp Outing
output.lamp-ocks-oscorp-outing
validated
40
Lend Me a Hand
output.lamp-lend-me-a-hand
validated
41
HERO H (left outlane)
output.lamp-hero-h-left-outlane
validated
42
HERO E (left return)
output.lamp-hero-e-left-return
validated
43
HERO R (right return)
output.lamp-hero-r-right-return
validated
44
HERO O (right outlane)
output.lamp-hero-o-right-outlane
validated
45
Left ramp arrow (red top)
output.lamp-left-ramp-arrow-red-top
validated
46
Left ramp arrow (white middle)
output.lamp-left-ramp-arrow-white-middle
validated
47
Venom left ramp
output.lamp-venom-left-ramp
validated
48
Right 3-bank #1 (top)
output.lamp-right-3-bank-1-top
validated
49
Sandman arrow #1 (left)
output.lamp-sandman-arrow-1-left
validated
50
Sandman arrow #2 (center)
output.lamp-sandman-arrow-2-center
validated
51
Sandman arrow #3 (right)
output.lamp-sandman-arrow-3-right
validated
52
Sandman 3-bank #1 (left)
output.lamp-sandman-3-bank-1-left
validated
53
Sandman 3-bank #2 (center)
output.lamp-sandman-3-bank-2-center
validated
54
Sandman 3-bank #3 (right)
output.lamp-sandman-3-bank-3-right
validated
55
Unused lamp 55
output.lamp-unused-lamp-55
validated
56
Unused lamp 56
output.lamp-unused-lamp-56
validated
57
WEB W (top-left lane)
output.lamp-web-w-top-left-lane
validated
58
WEB E (top-middle lane)
output.lamp-web-e-top-middle-lane
validated
59
WEB B (top-right lane)
output.lamp-web-b-top-right-lane
validated
60
Left pop bumper
output.lamp-left-pop-bumper
validated
61
Right pop bumper
output.lamp-right-pop-bumper
validated
62
Bottom pop bumper
output.lamp-bottom-pop-bumper
validated
63
Right 3-bank #2 (middle)
output.lamp-right-3-bank-2-middle
validated
64
Right 3-bank #3 (bottom)
output.lamp-right-3-bank-3-bottom
validated
65
Special
output.lamp-special
validated
66
Back-panel Venom Strikes Twice
output.lamp-back-panel-venom-strikes-twice
validated
67
Symbiote Stalker
output.lamp-symbiote-stalker
validated
68
Goo on You
output.lamp-goo-on-you
validated
69
Concrete Ending
output.lamp-concrete-ending
validated
70
Time Is Money
output.lamp-time-is-money
validated
71
Out of the Slammer
output.lamp-out-of-the-slammer
validated
72
Spider Sense
output.lamp-spider-sense
validated
73
Unused lamp 73
output.lamp-unused-lamp-73
validated
74
Sandman illumination
output.lamp-sandman-illumination
validated
75
Venom illumination
output.lamp-venom-illumination
validated
76
Green Goblin illumination
output.lamp-green-goblin-illumination
validated
77
Doc Ock illumination
output.lamp-doc-ock-illumination
validated
78
Right loop arrow (red top)
output.lamp-right-loop-arrow-red-top
validated
79
Unused lamp 79
output.lamp-unused-lamp-79
validated
80
Unused lamp 80
output.lamp-unused-lamp-80
validated

General illumination

1
1 shown
# Name Device ID Wiring Evidence
0
General illumination relay (four fused circuits)
output.general-illumination-relay
S.A.M. I/O Power Driver Board
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
DIP switch #1
Dip
switch.dip-1 validated
2
DIP switch #2
Dip
switch.dip-2 validated
3
DIP switch #3
Dip
switch.dip-3 validated
4
DIP switch #4
Dip
switch.dip-4 validated
5
DIP switch #5
Dip
switch.dip-5 validated
6
DIP switch #6
Dip
switch.dip-6 validated
7
DIP switch #7
Dip
switch.dip-7 validated
8
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.

Four-ball trough and up-kicker

mechanism.four-ball-trough

Kicker

The drain feeds a four-ball trough. From drain to shooter, the embedded VPX script extracted from the retained exact table orders occupied switches 18, 19, 20, and 21; switch 22 is the stack/jam opto. Output 1 ejects the shooter-side ball and the script pulses switch 22 as the ball leaves.

Auto-launch assembly

mechanism.auto-launch

Kicker

Switch 23 reports a ball in the shooter lane. Output 2 fires the automatic plunger to launch it.

Doc Ock magnet

mechanism.doc-ock-magnet

Other

Output 3 enables the Doc Ock playfield magnet. The embedded VPX script extracted from the retained exact table binds the magnet directly to this modulated output.

Sandman motorized 3-bank

mechanism.sandman-motorized-three-bank

Drop Target Bank

Output 20 toggles the three-target bank between its lowered/playable and raised positions. Switches 9-11 are the individual target contacts; switches 49 and 50 report down and up. The embedded VPX script extracted from the retained exact table sets switch 50 when raising the bank and switch 49 when lowering it.

Left magnetic control gate

mechanism.left-control-gate

Gate

Output 7 directly opens and closes the left control gate in the embedded VPX script extracted from the retained exact table.

Right magnetic control gate

mechanism.right-control-gate

Gate

Output 8 directly opens and closes the right control gate in the embedded VPX script extracted from the retained exact table.

Loop diverter

mechanism.loop-diverter

Diverter

Output 22 selects the loop-diverter route. In the embedded VPX script extracted from the retained exact table, energizing the output raises the diverter from its dropped default and de-energizing it drops the diverter.

Upper-right flipper

mechanism.upper-right-flipper

Other

The Stern manual identifies D15 as the upper-right flipper button (public switch 86) and D16 as its normally-closed EOS (public switch 85). The exact table's embedded script asserts switch 86 from RightFlipperKey and registers ROM output 14 to solURFlipper/RightFlipper2; it does not assert switch 85. The EOS identity and normally-closed physical wiring therefore remain manual-authoritative.

Green Goblin shaking figurine

mechanism.green-goblin-shake

Toy

Output 19 pulses the 28-900 coil to shake the Green Goblin figurine. Switches 1-5 are the five vertically arranged Goblin target contacts; the embedded Spider-Man 3.0 VPX script extracted from the retained exact table binds output 19 to solGoblin and animates the figurine independently of the target pulses.

Recreation notes

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

Coverage
author-ready — exact inventory, causality, and normalized spatial placements validated.

This note supplements the canonical definition with the physical and behavioral information needed to reproduce Stern's original Spider-Man table. The JSON enumerates all 96 controller inputs, 117 outputs, the 128×32 DMD, all 45 supported ROM variants, and 15 ball-device or moving assemblies.

Evidence policy used for this machine

The embedded Script stream freshly extracted from the exact retained Spider-Man_3.0.vpx is ground truth for controller addresses, callbacks, ball routing, initial logical states, and mechanism causality. Stern's 2007 service-game manual is ground truth for physical names, contacts, parts, assemblies, wiring, voltages, lamp technology, and playfield layout. PinMAME revision 4ec52ff0ac133ac251681518aed2249e19fe26eb controls SAM routing, DMD topology, output types, and ROM membership. The adjacent Spider-Man_3.0.vbs sidecar is retained only as secondary/corroborating evidence because it is not byte-identical to the embedded stream.

This separation matters when comparing the original game with the 2016 Vault Edition. They share most playfield addresses and mechanism causality, but the original uses incandescent controlled lamps except for three white bumper LEDs, has only the three standard optional ticket-service identities 33–35, and actively shakes the Green Goblin from output 19.

The exact retained table has table SHA-256 97a0a94e122ab070bd98300b191d5c6e58c255dc285a846f4f52d9ff3ffa7c47; fresh vpxtool git:v0.33.3 extraction produced embedded Script SHA-256 ce456682b9161116b167ff7c70095d986901e2c226aa5e48a0ee7e572374d128. The secondary sidecar SHA-256 cf34b7ccad9aa3bac58b0338914315fa97f74479d52914037b42921e113bb237 declares NoUpperRightFlipper/NoUpperLeftFlipper and UseSolenoids = 2; the embedded stream has neither declaration and uses UseSolenoids = 1. The sidecar also adds cvpmSaucer exit-variance and later audio/rolling helpers. These differences are disclosed but never allowed to override embedded runtime semantics.

Controller and variants

The original table is a Stern S.A.M. machine with a 64-position switch matrix, 32 dedicated positions including eight DIP switches, an 80-lamp matrix, 32 main driver outputs, three optional physical ticket/coin service functions, one logical GI relay, and one 128×32 DMD. PinMAME exposes normalized active switch state, so a recreation must not reapply emulator inversion; the definition's normally_closed values describe the physical contacts only. PinMAME public solenoid 33 is a separate synthetic game-on state.

Matrix switches are public addresses 1–64. Dedicated D1–D8 are 65–72; D9–D16 map to 84, 83, 82, 81, 88, 87, 86, and 85; D15 (86) is the upper-right flipper button and D16 (85) its normally-closed EOS; D17–D24 are -7 through 0; and D25–D32 are DIP addresses 1–8 in the DIP group. Lower-left EOS 83, lower-right EOS 81, and upper-right EOS 85 are normally closed by the physical manual; ordinary playfield switches and optos close when actuated; and the optional slam-tilt circuit is normally closed. The embedded script asserts public 86 from RightFlipperKey but does not assert 85, so it is not evidence for the EOS identity or polarity.

The 45 supported sman_* drivers are firmware revisions, language packages, or display/audio ROM modifications on the same physical product. sman_262 replaces music but does not change the playfield I/O, wiring, mechanisms, or DMD dimensions. Driver years extending through 2014 are software release dates; the physical machine remains the 2007 Stern product.

Ball inventory and trough

The game requires four balls. Manual PDF page 37 shows the service trough test and explicitly identifies occupied trough switches 18–21, stack/jam opto 22, and shooter lane 23. Assembly 500-6318-24-ND uses three roller switches and a dual transmitter/receiver opto pair. A blocked opto beam closes its controller switch.

The embedded script constructs a four-ball trough in shooter-to-drain order 21, 20, 19, 18, initializes it with four balls, and binds output 1 to release the shooter-side ball (Spider-Man_3.0.vpx embedded Script stream, lines 104–108 and 411–416). Output 2 fires the automatic launcher when switch 23 reports the ball in the shooter lane.

Doc Ock assemblies

Switch 36 is the Doc Ock VUK, and output 4 ejects its captured ball. The VUK is assembly 500-7078-01 with a 23-800 coil and subminiature roller switch. Output 3 controls the playfield magnet directly.

The Doc Ock webslinger combines the gate, target opto 63, flasher 21, and two curved ball guides. The motorized gate assembly uses the 500-7061-00 mechanism family: a 24 VAC 60 Hz 12 RPM clockwise synchronous motor, driver disc, relay 500-6700-00 on output 5, and limit switches 57 down and 58 up. The embedded script advances the assembly on output-5 activations and initializes it down with switch 57 active (Spider-Man_3.0.vpx embedded Script stream, lines 158–160 and 425–438).

Sandman assemblies

Switch 59 is the Sandman VUK, and output 12 ejects its captured ball. The Sandman moving gate is assembly 500-7061-00, again using a 24 VAC synchronous motor and driver disc. Output 13 drives its relay, switch 53 reports down, switch 54 reports up, and target opto 42 represents the exposed Sandman target. The embedded script initializes the assembly down and toggles the two limits on each activation (Spider-Man_3.0.vpx embedded Script stream, lines 158–160 and 440–453).

Output 20 drives the Sandman motorized 3-bank. Its motor frame/motor section is assembly 500-7057-00 and the target bank is 500-7056-01. Switches 9, 10, and 11 are the three target contacts; 49 is the down limit and 50 is the up limit. The embedded script initializes switch 50 active, sets 50 while raising the bank, and sets 49 while lowering it (Spider-Man_3.0.vpx embedded Script stream, lines 158–160 and 463–478).

Green Goblin, gates, diverter, and flippers

The original Green Goblin assembly is 511-5058-00. Output 19 drives its 28-900 no-diode mini-coil and short plunger against the spring-suspended figurine. The embedded script binds output 19 to solGoblin, producing the shake animation; switches 1–5 are the five adjacent Goblin target contacts (Spider-Man_3.0.vpx embedded Script stream, lines 380 and 456–461). This is the clearest behavioral difference from the Vault Edition, whose working script intentionally disables the same callback.

Outputs 7 and 8 operate the left and right magnetic control gates. Output 22 operates the loop diverter: it starts dropped, rises when energized, and returns to the dropped route when de-energized. Output 15 drives the lower-left flipper with button 84 and normally-closed EOS 83; output 16 drives the lower-right flipper with button 82 and normally-closed EOS 81; output 14 drives the upper-right flipper with D15/button 86 and manual-defined normally-closed D16/EOS 85. The embedded script asserts switch 86 from RightFlipperKey and maps Q14 to solURFlipper/RightFlipper2; it does not assert switch 85.

Other controlled devices

Outputs 9–11 are the three pop bumpers, 17–18 are the slingshots, and 21, 23, and 25–31 are PWM flashers using #89 bulbs. Output 6 is the optional shaker kit and remains optional because the embedded script leaves that callback commented out. Output 24 is the manual's optional 5 V device position and is used as a virtual knocker callback by the embedded script. Physical ticket-service identities 33–35 exist only when the optional dispenser/meter is fitted and live in physical.output.ticket; the stable LibPinMAME solenoid API does not transport them. Public PinMAME solenoid 33 is instead the virtual SAM game-on state. The original game has no additional physical outputs 36–44.

Lighting, GI, and display

Manual PDF page 8 is the authoritative 80-position lamp matrix. Lamps 55, 56, 73, 79, and 80 are unused, and lamp 2 is the optional tournament-start button. The controlled lamps are predominantly #44 or #555 incandescent bulbs according to location. Lamps 60–62 are the white pop-bumper LEDs, which PinMAME explicitly models as LED strobes for sman_*; flashers 21, 23, and 25–31 remain modulated #89 bulbs.

One logical GI relay controls four separately fused 5.7 VAC circuits on manual PDF page 121. This entry is explicitly scoped to US/non-Euro hardware: brown/white has 8 middle/lower-left playfield bulbs, yellow/white has 11 right-side bulbs, green/white has 10 back-panel plus 2 US coin-door bulbs, and violet/white has 13 upper-right bulbs. Euro hardware has 3 coin-door bulbs and requires a regional variant rather than silently reusing this quantity. The manual warns that production quantities may vary.

The display is a single 128×32 DMD. Language, colored-display, and music modifications do not change that physical topology.

Recreation sequence

Initialize four trough balls, assert position switches 50, 53, and 57, and leave the loop diverter dropped. Then establish these causal paths before tuning motion: drain → switches 18–21 → output-1 release → switch-23 shooter lane → output-2 launch; switch-36 Doc Ock capture → output-4 eject; switch-59 Sandman capture → output-12 eject; output-5 Doc Ock position toggle; output-13 Sandman position toggle; output-20 three-bank toggle; and output-19 Green Goblin shake.

The VPX kick speeds, motor-animation timing, magnet strength, and mesh translations are proven working digital values, not measurements of every physical specimen. Use them as the behavioral baseline, then tune geometry and motion against the manual drawings and a physical table reference.

Sources

  • Stern Pinball, Spider-Man Pinball Service Game Manual, June 2007, especially PDF pages 6, 8, 10–11, 37, 68–69, 85, 91–100, and 118–121; external cache SHA-256 63462d261c7558739b198e96db47a32d7edd4e01bb1e89cd3483736c51043cbe. Rendered review pages and their hashes are listed in reports/spatial/stern.spider-man-2007.json.
  • Exact retained Spider-Man_3.0.vpx embedded Script stream, freshly extracted with vpxtool git:v0.33.3, table SHA-256 97a0a94e122ab070bd98300b191d5c6e58c255dc285a846f4f52d9ff3ffa7c47, embedded script SHA-256 ce456682b9161116b167ff7c70095d986901e2c226aa5e48a0ee7e572374d128.
  • Secondary/corroborating sverrewl/vpxtable_scripts, Spider-Man_3.0.vbs at revision 0c036bb61b4b4e8c778c37559f6795df8cd1521e, SHA-256 cf34b7ccad9aa3bac58b0338914315fa97f74479d52914037b42921e113bb237; this sidecar is not paired with the retained table and cannot override its embedded runtime semantics.
  • vpinball/pinmame, src/wpc/sam.c at revision 4ec52ff0ac133ac251681518aed2249e19fe26eb, especially the sman_* output configuration and game declarations.

Spatial curation and coordinate contract

The exact matching Spider-Man_3.0.vpx is retained outside the repository at external:pinmame-vpx-sources/stern/spider-man-2007/source/Spider-Man_3.0.vpx, SHA-256 97a0a94e122ab070bd98300b191d5c6e58c255dc285a846f4f52d9ff3ffa7c47, and was extracted with vpxtool git:v0.33.3; its embedded Script stream is SHA-256 ce456682b9161116b167ff7c70095d986901e2c226aa5e48a0ee7e572374d128. Its playfield bounds are exactly 952 by 2115 VPX units. JSON placements use x=0 at the left edge, x=1 at the right edge, y=0 at the rear/backglass edge, and y=1 at the apron edge.

Direct VPX centers are used for all visible inserts, lanes, ramps, kickers, flippers, pops, slingshots, flashers, targets, gates, and optos. Render-only lightmap objects (LA*, LB*, l*r, Illumina*, Fotocellula*) are not counted as physical sockets. Lamps 66-71 use the exact bulbPr3-bulbPr8 table anchors; the VPX helpers sit at y=-12 because they render on the back panel, so they are explicitly projected to the canonical y=0 boundary. The manual page-9 lamp map independently identifies these six lamps as back-panel lamps.

The VPX contains no physical-center objects for the trough switches, motor limit switches, or some physical flasher bulbs. The definition therefore records the exact table assembly anchor where available: Primitive.Bank for switches 49/50 and Q20, Primitive.Sandman for switches 53/54 and Q13/Q27, Primitive.Octopus for switches 57/58 and Q5, RightFlipper2 for D16/EOS 85, and Primitive.Goblin for Q19. The five trough points are the manual 500-6318-24-ND under-apron assembly projection in ball order; SW22 remains a distinct jam opto rather than a fifth cvpmTrough ball position. Manual page 11 supplies the two Q23, two Q25, one Q26, one Q27, two Q28, two back-panel, and three pop-bumper flasher multiplicities. Q28's two distinct normalized points are projections of the two manual callouts in the underside view; Q29/Q30 retain their VPX x anchors but are projected to y=0 because the manual identifies them as back-panel bulbs. Those projections are disclosed in the device notes and do not pretend that a VPX render helper is a socket.

GI is one logical public relay with 42 normalized playfield/rear-panel placements, split as manual page 121 circuits brown=8, yellow=11, violet=13, and green rear-panel=10. The physical quantity is explicitly 44 for the US/non-Euro variant because the same green/white circuit adds two US coin-door bulbs; Euro adds a third coin-door bulb and is outside this entry's regional scope. Those cabinet bulbs are intentionally quantity-only and have no playfield coordinate. The manual page-121 rear view is projected to y=0 and the coordinate placement is kept separate from the VPX GI collection's synchronized render helpers.

The source order is deliberate: the Stern manual resolves physical construction, multiplicity, EOS wiring, and polarity; the exact table's embedded Script stream resolves runtime address causality and startup states; the matching VPX table resolves direct normalized geometry; and PinMAME resolves SAM public routing and display topology. The sidecar is retained only as explicitly divergent corroboration. No Vault Edition or virtual-only table evidence is used for this definition.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
sman_262Spider-Man (V2.62) (MOD with replaced music)
Community ROM modification replacing music only; it retains the original 2007 playfield I/O, mechanisms, wiring, and 128×32 DMD topology.
2014sman_261identical
sman_261Spider-Man (V2.61)
Firmware revision and/or language localization only; all supported original Spider-Man ROMs use the same 2007 physical playfield I/O, mechanisms, wiring, and 128×32 DMD topology.
2012identical
sman_260Spider-Man (V2.6)
Firmware revision and/or language localization only; all supported original Spider-Man ROMs use the same 2007 physical playfield I/O, mechanisms, wiring, and 128×32 DMD topology.
2010sman_261identical
sman_250Spider-Man (V2.5)
Firmware revision and/or language localization only; all supported original Spider-Man ROMs use the same 2007 physical playfield I/O, mechanisms, wiring, and 128×32 DMD topology.
2010sman_261identical
sman_240Spider-Man (V2.4)
Firmware revision and/or language localization only; all supported original Spider-Man ROMs use the same 2007 physical playfield I/O, mechanisms, wiring, and 128×32 DMD topology.
2009sman_261identical
sman_230Spider-Man (V2.3)
Firmware revision and/or language localization only; all supported original Spider-Man ROMs use the same 2007 physical playfield I/O, mechanisms, wiring, and 128×32 DMD topology.
2009sman_261identical
sman_220Spider-Man (V2.2)
Firmware revision and/or language localization only; all supported original Spider-Man ROMs use the same 2007 physical playfield I/O, mechanisms, wiring, and 128×32 DMD topology.
2009sman_261identical
sman_210gfSpider-Man (V2.1 German, French)
Firmware revision and/or language localization only; all supported original Spider-Man ROMs use the same 2007 physical playfield I/O, mechanisms, wiring, and 128×32 DMD topology.
2008sman_261identical

Parent set: sman_261 — 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.spider-man.2007-service

    Spider-Man_Manual.pdf, switch/lamp/coil charts on PDF pages 6, 8, and 10-11; assemblies on pages 68-69, 85, and 91-100; coil/GI wiring on pages 118-121

    by
    Stern Pinball
    sha256
    63462d261c75…
  • PinMAME source

    BSD-3-Clause

    pinmame.core.4ec52ff0ac13

    src/wpc/sam.c lines 1523-1527, 2356-2362, and 2720-2810

    src/wpc/sam.c:1523lines 1523-1527, 2356-2362, and 2720-2810
    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • PinMAME catalog

    BSD-3-Clause

    pinmame.catalog.4ec52ff0ac13

    PinmameGetGames

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • VPX script

    vpx.spider-man-3.0

    Embedded Script stream freshly extracted from the exact retained Spider-Man_3.0.vpx (table SHA-256 97a0a94e122ab070bd98300b191d5c6e58c255dc285a846f4f52d9ff3ffa7c47) with vpxtool git:v0.33.3; embedded script SHA-256 ce456682b9161116b167ff7c70095d986901e2c226aa5e48a0ee7e572374d128. This paired embedded script is the causality authority; switch 85/EOS polarity remains manual physical-wiring evidence because the script does not assert that switch.

    external:pinmame-vpx-sources/stern/spider-man-2007/source/Spider-Man_3.0.vpx
    by
    Spider-Man_3.0.vpx table authors; embedded Script stream
    sha256
    ce456682b916…
  • VPX script

    vpx-sidecar.spider-man-3.0

    Secondary/corroborating sidecar Spider-Man_3.0.vbs, SHA-256 cf34b7ccad9aa3bac58b0338914315fa97f74479d52914037b42921e113bb237, retained beside the VPX but not paired as its authoritative script. It declares NoUpperRightFlipper and NoUpperLeftFlipper and Const UseSolenoids = 2; the paired embedded Script stream instead omits both declarations and uses Const UseSolenoids = 1. It also contains sidecar-only cvpmSaucer exit-variance settings and later audio/rolling helper changes. No canonical causal assertion references this sidecar.

    external:pinmame-vpx-sources/stern/spider-man-2007/source/Spider-Man_3.0.vbs
    by
    Spider-Man_3.0.vbs table authors and vpxtable_scripts contributors
    rev
    0c036bb61b4b
    sha256
    cf34b7ccad9a…
  • VPX table

    vpx-table.spider-man-3.0

    Spider-Man_3.0.vpx (62,373,888 bytes), ROM sman_261 family; exact first-tier table retained and extracted with vpxtool git:v0.33.3. Its embedded Script stream hashes to ce456682b9161116b167ff7c70095d986901e2c226aa5e48a0ee7e572374d128. Playfield bounds left=0, top=0, right=952, bottom=2115. Direct centers and collections were reviewed against Stern manual PDF pages 6, 8-11, 68-69, 85, 91-100, and 118-121.

    external:pinmame-vpx-sources/stern/spider-man-2007/source/Spider-Man_3.0.vpx
    by
    Spider-Man_3.0.vpx table authors; retained exact working table
    sha256
    97a0a94e122a…

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.

Same platform