Spider-Man Vault Edition

Author ready

Stern2016SAMstern.spider-man-vault-edition.2016

Wire it up

what an authoring tool needs first
Bind this ROM
smanve_101

4 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
1–44 (42)
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.flipper82cabinet.flipper-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

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

31 Green Goblin target #1 (bottom) · 19 Green Goblin shake coil · 28 Green Goblin flashers2 Green Goblin target #23 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-kicker223 Shooter lane · 2 Auto launch24 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 flipper3 Doc Ock magnet7 Left magnetic control gate28 Right magnetic control gate · 30 Back-panel right flasher14 Upper-right flipper21 Doc Ock flasher22 Loop diverter23 Sandman flashers23 Sandman flashers25 Venom flashers25 Venom flashers29 Back-panel left 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 Special366 Back-panel Venom Strikes Twice · 67 Symbiote Stalker · 68 Goo on You369 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)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 playfield128
  • sensorsenses the ball55
  • effectmoves the ball20
  • nStackseveral devices in one spot22
158 devices shown

Not on the playfield32 unused, 23 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 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
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
validated
85
Upper-right flipper end-of-stroke (not used)NC
Leaf
switch.upper-right-flipper-eos-unused
validated
86
Upper-right flipper button (not used)
Button
switch.upper-right-flipper-button-unused
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

35
35 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 coil
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
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
36
Unused auxiliary-driver output 36
output.aux-4-unused Coil
AUX4
Auxiliary driver board 520-5326-02
validated
37
Unused auxiliary-driver output 37
output.aux-5-unused Coil
AUX5
Auxiliary driver board 520-5326-02
validated
38
Unused auxiliary-driver output 38
output.aux-6-unused Coil
AUX6
Auxiliary driver board 520-5326-02
validated
39
Unused auxiliary-driver output 39
output.aux-7-unused Coil
AUX7
Auxiliary driver board 520-5326-02
validated
40
Unused auxiliary-driver output 40
output.aux-8-unused Coil
AUX8
Auxiliary driver board 520-5326-02
validated
41
Unused auxiliary-driver output 41
output.aux-9-unused Coil
AUX9
Auxiliary driver board 520-5326-02
validated
42
Unused auxiliary-driver output 42
output.aux-10-unused Coil
AUX10
Auxiliary driver board 520-5326-02
validated
43
Unused auxiliary-driver output 43
output.aux-11-unused Coil
AUX11
Auxiliary driver board 520-5326-02
validated
44
Unused auxiliary-driver output 44
output.aux-12-unused Coil
AUX12
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.

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 known-working VPX script 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 known-working VPX script 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 known-working VPX script.

Right magnetic control gate

mechanism.right-control-gate

Gate

Output 8 directly opens and closes the right control gate in the known-working VPX script.

Loop diverter

mechanism.loop-diverter

Diverter

Output 22 selects the loop-diverter route. In the known-working VPX script, 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

ROM output 14 drives the upper-right flipper. Dedicated upper-right button and EOS positions D15/D16 are explicitly unused on this machine.

Recreation notes

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

Coverage
author-ready - full normalized spatial placement validated.

This note supplements the canonical definition with the physical and behavioral information an author needs to reproduce the table. The adjacent JSON enumerates all 96 controller inputs, 126 outputs, the 128×32 DMD, four supported ROM variants, and 14 ball-device or moving assemblies.

Evidence policy used for this machine

The known-working Spider-Man_VE_2.2.vbs script is ground truth for public controller addresses, callbacks, ball routing, initial logical states, and mechanism causality. Stern manual 500-55A0-01 is ground truth for the physical switch names, parts, assemblies, wiring, voltage, polarity, and lamp locations. PinMAME revision 4ec52ff0ac133ac251681518aed2249e19fe26eb is ground truth for the SAM controller profile, 128×32 DMD, 12-output auxiliary board, LED output treatment, and supported ROM family.

The script and manual do not actually conflict when kept in those domains. For example, the VE manual installs and wires the Green Goblin coil at Q19, while the known-working VPX intentionally disables only its digital toy-animation callback. The canonical definition therefore retains output 19 as used physical hardware at the Green Goblin mount and records the disabled callback as a limitation of that VPX implementation.

Controller and variants

This is a Stern S.A.M. machine using the standard 64-position switch matrix, 32 dedicated positions, an 80-lamp matrix, 32 main driver outputs, the 12-transistor auxiliary board 520-5326-02, one logical GI relay, and a 128×32 DMD. PinMAME normalizes switch activity, so consumers must not apply a second inversion; normally_closed in the definition describes only the physical contact.

The public SAM switch-address translation is important: matrix switches are 1–64, dedicated D1–D8 are 65–72, D9–D16 are exposed as 84, 83, 82, 81, 88, 87, 86, and 85, D17–D24 are -7 through 0, and D25–D32 are DIP addresses 1–8 in the separate DIP group. The used lower-flipper EOS contacts are physically normally closed; ordinary playfield, cabinet, and opto states are physically normally open. The optional slam-tilt loop is normally closed.

All four PinMAME drivers (smanve_100, smanve_101, smanve_100c, and smanve_101c) use the same physical machine definition. V1.0 versus V1.01 is firmware-only, and the c variants add colored DMD rendering without altering playfield I/O, mechanisms, wiring, or display dimensions.

Ball inventory and trough

The machine uses four balls. The known-working script creates a four-ball cvpmTrough, orders occupied positions from shooter side to drain side as switches 21, 20, 19, and 18, and treats switch 22 as the stack/jam opto (Spider-Man_VE_2.2.vbs, lines 135–142). A drained ball enters the switch-18 end of the trough; output 1 ejects the switch-21 ball, and the script pulses switch 22 during the release (Spider-Man_VE_2.2.vbs, lines 429–434 and 540–549).

The trough assembly is Stern 500-6318-24-ND. It combines three roller switches with the shooter-side and stack/jam optos. The dual-opto theory on manual pages 64–66 establishes the physical polarity: uninterrupted light leaves the receiver open, and a blocked beam closes the switch. Output 2 is the automatic launcher, and switch 23 reports the shooter-lane ball.

Doc Ock area

The Doc Ock hole is switch 36 and its VUK is output 4. The script adds the ball to a cvpmSaucer on switch 36 and ejects it when output 4 fires (Spider-Man_VE_2.2.vbs, lines 150–155 and 507–523). Output 3 directly controls the playfield magnet (Spider-Man_VE_2.2.vbs, lines 157–162 and 393–400).

The Doc Ock moving assembly is Stern 500-7061-00. It uses a 24 VAC synchronous motor, a driver disc, a relay driven by output 5, and two roller limit switches: 57 is down and 58 is up. Target opto 63 represents the target interaction. The script advances the assembly on each output-5 activation and updates switches 57/58 together with the exposed target state (Spider-Man_VE_2.2.vbs, lines 443–456). Its initial logical position is down, with switch 57 active (Spider-Man_VE_2.2.vbs, lines 189–191).

Sandman area

The Sandman hole is switch 59 and its VUK is output 12. The script adds the ball to a cvpmSaucer on switch 59 and ejects it on output 12 (Spider-Man_VE_2.2.vbs, lines 144–148 and 488–505).

The Sandman moving gate uses assembly 500-7061-00, the same synchronous-motor and driver-disc principle as Doc Ock. Output 13 drives the motor relay, switch 53 reports down, switch 54 reports up, and target opto 42 reports the target. The known-working script advances between those states on each activation (Spider-Man_VE_2.2.vbs, lines 458–471), and initializes the mechanism down with switch 53 active (Spider-Man_VE_2.2.vbs, lines 189–191).

The Sandman webslinger is motorized 3-bank assembly 500-7056-01 on motor-frame assembly 500-7057-01. Output 20 drives its relay; switches 9, 10, and 11 are the three target contacts; switch 49 is the down limit; and switch 50 is the up limit. The script sets switch 50 when it raises the bank and switch 49 when it lowers it (Spider-Man_VE_2.2.vbs, lines 473–486), and initializes the bank up with switch 50 active (Spider-Man_VE_2.2.vbs, lines 189–191).

Gates, diverter, and flippers

Outputs 7 and 8 directly control the left and right magnetic control gates, assemblies 511-7033-00 and 511-7033-01. Output 22 controls the loop diverter; the script initializes it dropped, raises it when energized, and returns it to the dropped route when de-energized (Spider-Man_VE_2.2.vbs, lines 164–165 and 526–538).

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; dedicated D15/D16 upper-right button/EOS positions are explicitly unused, so the upper flipper has no separate cabinet button or EOS input in this definition. All three flipper coils are 22-1080 / 090-5032-ND.

Other controlled devices

Outputs 9–11 are the three pop bumpers, 17–18 are the slingshots, and outputs 21, 23, and 25–31 are PWM-controlled LED flasher circuits. Output 6 is the optional shaker motor and remains optional because the working script leaves its callback commented out. Output 24 is physically an optional 5 V auxiliary device position in the manual and is used as the knocker callback by the working VPX script, so its portable semantic label records both facts.

Output 19 deserves special treatment: the VE manual's driver table physically installs and wires the Green Goblin coil at Q19, while the known-working VPX explicitly leaves SolCallback(19) disabled. A faithful physical recreation must retain the Q19 coil at mount 511-5302-05; an author using that VPX as behavior evidence must separately implement or validate its movement because the table script does not animate it.

Optional physical ticket-service identities 33–35 use the untransported physical.output.ticket group. They must not be confused with PinMAME public solenoid 33, which is SAM's synthetic game-on/fast-flip state and has no physical wiring.

Lighting and display

The manual's lamp table on page 16 defines all 80 matrix positions; 55, 56, 73, 79, and 80 are unused, and lamp 2 is the optional tournament-start button. PinMAME marks the complete 1–80 range as LED strobes for smanve_* and marks output flashers 21, 23, and 25–31 as 20 V bulb-style modulated outputs (src/wpc/sam.c, lines 1529–1533). Preserve intensity/PWM behavior rather than treating those flashers as simple binary lamps.

PinMAME exposes one logical GI output. Physically, the GI relay feeds four separately fused 5.7 VAC circuits shown on manual page 55: brown/white for the middle and upper-left playfield with 8 bulbs; yellow/white for the right playfield with 11 bulbs; green/white for the back panel and coin door with 10 back-panel plus 2 coin-door bulbs; and violet/white for the upper-right playfield with 13 bulbs. The manual notes that production bulb quantities may vary, so geometry should follow the specific cabinet reference while all four circuits share controller GI address 0.

The display is a single 128×32 dot-matrix display. Colored ROM variants change rendering only and do not imply a different physical display topology.

Spatial reconstruction

Every physical playfield switch, actuator effect, insert, flasher, and GI emitter has a reviewed normalized placement in VPX/player view (x=0 left, x=1 right, y=0 rear/backglass end, y=1 front/apron end). The exact known-working Spider-Man_VE_2.2.vpx supplies gameitem geometry, while the VE manual supplies physical quantity, assembly topology, and the distinction between playfield, back-panel, and cabinet hardware.

The five trough switches are projected along the real under-apron 500-6318-24-ND assembly in drain-to-eject order because the working VPX exposes only a shared release kicker rather than five physical trough gameitems. The motorized three-bank up/down contacts share the bank assembly center; the Sandman and Doc Ock gate limits likewise share their respective moving-assembly centers. These are different state contacts on one mechanism, not multiple playfield devices. The synthetic VPX use of switch 86 to drive the upper flipper does not create a physical D15 button: the manual's unused physical address remains explicitly unused.

Physical emitter counts override render fanout. Outputs 23 and 25 each have two reviewed flasher points; output 31 has one at each of the three pop bumpers. Output 28 contains two physical 113-5034-08 LED flashers inside one drilled Green Goblin toy, so its quantity is two while one normalized assembly point honestly represents the shared three-dimensional mount; the manual does not expose two distinct playfield-plane coordinates and the VPX collapses both into one broad overlay. The Sandman dome flasher is placed at the physical Sandman assembly rather than at the VPX's out-of-bounds whole-table glow helper. Lamps 66–71 are rear-panel groups projected at the y=0 boundary. Flashers 29 and 30 retain their measured VPX rear-panel coordinates at y=0.044681 and y=0.041844; they are near the rear boundary, not exactly on it.

GI 0 records 42 canonical emitter placements measured directly from the color-coded physical bulb markers on manual page 55: 32 playfield bulbs on the brown (8), yellow (11), and violet (13) circuits, plus ten individually measured green-circuit rear-panel bulbs projected to y=0. The underside playfield drawing is normalized against its outline and reversed only along y to produce player-view coordinates. The manual's one-line circuit-4 legend says "Upper Right Playfield," but all of its violet physical markers are plotted on the upper left; the definition intentionally follows the plotted markers because the independent brown and yellow legends and marker regions validate the drawing orientation. The rear-panel sub-drawing is explicitly a rear view, so those ten measured x positions are mirrored into player view before projection. The circuit's remaining two physical bulbs are inside/on the coin door and therefore retain their quantity and location in physical metadata without invented playfield coordinates. VPX's 58 LA/LB/LAPiano collection objects and eight wall overlays are rendering fanout, not 66 physical bulbs.

Recreation sequence

An implementation can be brought up deterministically by creating four trough balls, asserting initial position switches 50, 53, and 57, leaving the loop diverter dropped, and then handing switch and output state to PinMAME. Recreate the causal paths before tuning motion: drain → four-ball trough → output-1 release → 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; and output-20 three-bank toggle.

The VPX angles, magnet strength, kick velocity, animation intervals, and mesh translations are proven implementation values for that known-working table, not universal physical measurements. They are excellent starting values for a digital twin, but tune them against the manual drawings and playfield geometry after the controller causality above is working.

Sources

  • Stern Pinball, Spider-Man Vault Edition Manual, 500-55A0-01, especially PDF pages 14, 16, 18, 40–46, 55, and 64–66; cached externally with SHA-256 905e30eab1ddadedcf70f113613f0353fd064a276f8b11324e7831e75baadb9b.
  • Exact known-working Spider-Man_VE_2.2.vpx, 85,819,392 bytes, ROM smanve_101, SHA-256 b258efeecc3dcbffd7dae79c52fdd39bba8c9a82e918034f170ab75c90764f11; retained in the organized external VPX cache and verified/extracted with vpxtool git:v0.33.3.
  • sverrewl/vpxtable_scripts, Spider-Man_VE_2.2.vbs at revision 0c036bb61b4b4e8c778c37559f6795df8cd1521e, SHA-256 3d885c099bb54fe2bf67405bb35562b68d775748d7d76192b01f30c133e0ff36.
  • vpinball/pinmame, src/wpc/sam.c at revision 4ec52ff0ac133ac251681518aed2249e19fe26eb, especially lines 79, 1529–1533, 2356–2362, and 3621–3636.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
smanve_101cSpider-Man Vault Edition (V1.01) (Colored MOD)
Colored-ROM modification only; it changes DMD rendering and does not change physical playfield I/O, wiring, mechanisms, or display dimensions.
2016smanve_101identical
smanve_101Spider-Man Vault Edition (V1.01)
Firmware revision only; the physical Vault Edition playfield I/O, wiring, mechanisms, and display are identical across the supported V1.0 and V1.01 ROMs.
2016identical
smanve_100cSpider-Man Vault Edition (V1.0) (Colored MOD)
Colored-ROM modification only; it changes DMD rendering and does not change physical playfield I/O, wiring, mechanisms, or display dimensions.
2016smanve_101identical
smanve_100Spider-Man Vault Edition (V1.0)
Firmware revision only; the physical Vault Edition playfield I/O, wiring, mechanisms, and display are identical across the supported V1.0 and V1.01 ROMs.
2016smanve_101identical

Parent set: smanve_101 — 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-ve.500-55a0-01

    SpiderMan_VE_web.pdf, manual 500-55A0-01, pages 14, 16, 18, 40-46, 55, and 64-66

    by
    Stern Pinball
    sha256
    905e30eab1dd…
  • VPX script

    vpx.spider-man-ve-2.2

    Spider-Man_VE_2.2.vbs lines 135-165, 393-538, and 797-907

    github.comlines 135-165, 393-538, and 797-907
    by
    Table recreation by Alessio; fixes by DjRobX; vpxtable_scripts contributors
    rev
    0c036bb61b4b
    sha256
    3d885c099bb5…
  • PinMAME source

    BSD-3-Clause

    pinmame.core.4ec52ff0ac13

    src/wpc/sam.c lines 79, 1529-1533, 2356-2362, and 3621-3636

    src/wpc/sam.c:79lines 79, 1529-1533, 2356-2362, and 3621-3636
    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • PinMAME catalog

    BSD-3-Clause

    pinmame.catalog.4ec52ff0ac13

    PinmameGetGames

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • VPX table

    vpx-table.spider-man-ve-2.2

    Spider-Man_VE_2.2.vpx (85,819,392 bytes); ROM smanve_101; verified and extracted with vpxtool git:v0.33.3; normalized gameitem geometry and collection membership reviewed against manual pages 14, 16, 18, 40-46, 55, and 64-66

    local-evidence://stern/spider-man-vault-edition-2016/Spider-Man_VE_2.2.vpx
    by
    Table recreation by Alessio; fixes by DjRobX and credited table contributors
    sha256
    b258efeecc3d…

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