Star Trek Premium / Limited Edition

Author ready

Stern2013SAMstern.star-trek-premium-limited-edition.2013 1 of 2 editions

Wire it up

what an authoring tool needs first
Bind this ROM
st_162h

9 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
1–339 (336)
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.fourth71cabinet.action84cabinet.flipper82cabinet.flipper86cabinet.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

313 placements · 78 stacked · normalised player view · outline is nominal

1 (BEAM) ME UP target2 BEAM (ME) UP target4 BEAM ME (UP) target27 Right 3-bank top · 0 General illumination28 Right 3-bank center · 0 General illumination9 Right 3-bank bottom310 Left eject · 6 Left eject · 55 Rotating VUK311 Center drop target · 4 Center drop target up · 5 Center drop target down212 Spinner · 29 Left loop flasher13 Warp ramp entrance214 Left ramp entrance · 23 Left ramp flasher18 Trough #4 left19 Trough #320 Trough #2221 Trough #1 · 1 Trough up-kicker22 Trough jam223 Shooter lane · 2 Auto launch24 (T)REK target25 T(R)EK target226 Left slingshot · 13 Left slingshot227 Right slingshot · 14 Right slingshot28 TR(E)K target29 TRE(K) target330 Left pop bumper · 9 Left pop bumper · 0 General illumination331 Right pop bumper · 10 Right pop bumper · 0 General illumination332 Bottom pop bumper · 11 Bottom pop bumper · 0 General illumination33 Center lock bottom434 Center lock top · 3 Center lock magnet · 21 Kickback flasher · 31 Vengeance ship flasher35 Left ramp exit36 Warp ramp exit37 Right ramp entrance38 Right ramp exit39 Center 3-bank top40 Center 3-bank center41 Center 3-bank bottom42 Left 2-bank top43 Left 2-bank bottom44 Right drain45 Red target 146 Red target 247 Red target 348 Red target 449 Red target 550 Red target 651 Right orbit52 Left orbit553 Vengeance crash opto · 7 Vengeance super-speed kickback · 53 Vengeance ship actuator · 56 Vengeance ship latch · 290 Vengeance saucer283 Left flipper end-of-stroke · 15 Left flipper281 Right flipper end-of-stroke · 16 Right flipper12 Upper-right flipper17 Asteroid left flasher18 Asteroid right flasher19 Left ramp top flasher420 Right ramp top flasher · 287 BEAM ME (UP) red · 288 BEAM ME (UP) blue · 289 BEAM ME (UP) green22 Laser projector motor25 Pop bumper flasher26 Warp ramp entrance flasher227 Center three-bank flasher · 0 General illumination28 Right ramp flasher30 Upper-right flipper flasher32 Bottom spot left flasher51 Left orbit control gate52 Right orbit control gate54 Bottom drain kickback59 Bottom spot right flasher381 Red target 2 red · 87 Red target 2 green · 88 Red target 2 blue382 Left ramp Enterprise arrow green · 83 Left ramp Enterprise arrow red · 89 Left ramp Enterprise arrow blue384 Left ramp emblem red · 85 Left ramp emblem green · 86 Left ramp emblem blue390 Red target 3 blue · 91 Red target 3 green · 92 Red target 3 red393 Center lane emblem red · 94 Center lane emblem green · 95 Center lane emblem blue396 Center lane Enterprise arrow red · 97 Center lane Enterprise arrow green · 98 Center lane Enterprise arrow blue399 Red target 4 red · 100 Red target 4 green · 101 Red target 4 blue3102 Black hole arrow red · 103 Black hole arrow green · 104 Black hole arrow blue3113 Right orbit emblem red · 114 Right orbit emblem green · 115 Right orbit emblem blue3116 Right orbit Enterprise arrow red · 117 Right orbit Enterprise arrow green · 118 Right orbit Enterprise arrow blue3119 Red target 6 red · 120 Red target 6 green · 121 Red target 6 blue3122 Right ramp emblem red · 123 Right ramp emblem green · 124 Right ramp emblem blue3125 Right ramp Enterprise arrow red · 126 Right ramp Enterprise arrow green · 127 Right ramp Enterprise arrow blue3128 Red target 5 red · 129 Red target 5 green · 130 Red target 5 blue3131 Special red · 132 Special blue · 133 Special green3134 Away team red · 135 Away team blue · 136 Away team green3146 Left eject lock red · 147 Left eject lock green · 148 Left eject lock blue3149 Mission start red · 150 Mission start green · 151 Mission start blue3152 Left 2-bank top red · 153 Left 2-bank top green · 154 Left 2-bank top blue3155 Left orbit emblem red · 156 Left orbit emblem green · 157 Left orbit emblem blue3158 Red target 1 red · 159 Red target 1 green · 160 Red target 1 blue3161 Left orbit Enterprise arrow red · 162 Left orbit Enterprise arrow green · 163 Left orbit Enterprise arrow blue3164 Left 2-bank bottom red · 165 Left 2-bank bottom green · 166 Left 2-bank bottom blue3167 Left eject emblem red · 168 Left eject emblem green · 169 Left eject emblem blue3170 Left eject Enterprise arrow red · 171 Left eject Enterprise arrow green · 172 Left eject Enterprise arrow blue3177 Kickback green · 178 Kickback blue · 179 Kickback red3180 (T)REK green · 181 (T)REK blue · 182 (T)REK red3183 T(R)EK green · 184 T(R)EK blue · 185 T(R)EK red3186 Center 3-bank bottom red · 187 Center 3-bank bottom green · 188 Center 3-bank bottom blue3189 Center 3-bank center red · 190 Center 3-bank center green · 191 Center 3-bank center blue3192 Center 3-bank top red · 193 Center 3-bank top green · 194 Center 3-bank top blue3195 Center lane lock red · 196 Center lane lock blue · 197 Center lane lock green3198 Extra ball red · 199 Extra ball blue · 200 Extra ball green3211 Captain's Chair red · 217 Captain's Chair green · 218 Captain's Chair blue3212 Save the Enterprise green · 213 Save the Enterprise red · 219 Save the Enterprise blue3214 Shoot again red · 215 Shoot again green · 216 Shoot again blue3220 Nero blue · 221 Nero green · 222 Nero red3223 Destroy the Drill red · 224 Destroy the Drill green · 225 Destroy the Drill blue3226 Space Jump red · 227 Space Jump green · 228 Space Jump blue3229 Prime Directive red · 230 Prime Directive green · 231 Prime Directive blue3232 Klingon Battle red · 233 Klingon Battle green · 234 Klingon Battle blue3235 Status 1 bottom red · 236 Status 1 bottom green · 237 Status 1 bottom blue3238 Status 2 red · 239 Status 2 green · 240 Status 2 blue3241 Status 3 red · 242 Status 3 green · 243 Status 3 blue3244 Status 4 red · 245 Status 4 green · 246 Status 4 blue3247 Status 5 red · 248 Status 5 green · 249 Status 5 blue3250 Status 6 red · 251 Status 6 green · 252 Status 6 blue3253 Status 7 red · 254 Status 7 green · 255 Status 7 blue3256 Status 8 top red · 257 Status 8 top green · 258 Status 8 top blue276 Warp ramp red277 Enterprise3278 Warp ramp emblem red · 279 Warp ramp emblem green · 280 Warp ramp emblem blue3281 (BEAM) ME UP red · 282 (BEAM) ME UP blue · 283 (BEAM) ME UP green3284 BEAM (ME) UP red · 285 BEAM (ME) UP blue · 286 BEAM (ME) UP green291 Vengeance nacelles291 Vengeance nacelles292 Warp chaser 2293 Warp chaser 3294 Warp chaser 4295 Warp chaser 1296 Warp chaser 6297 Warp chaser 7298 Warp chaser 8299 Warp chaser 53300 Left apron red · 301 Left apron blue · 302 Left apron green3303 Right apron red · 304 Right apron blue · 305 Right apron green3308 Right 3-bank top red · 309 Right 3-bank top green · 310 Right 3-bank top blue3311 Right 3-bank center red · 312 Right 3-bank center green · 313 Right 3-bank center blue3314 Right 3-bank bottom red · 315 Right 3-bank bottom green · 316 Right 3-bank bottom blue3317 TR(E)K red · 318 TR(E)K blue · 319 TR(E)K green3320 TRE(K) red · 321 TRE(K) blue · 322 TRE(K) green0 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 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 playfield242
  • sensorsenses the ball49
  • effectmoves the ball22
  • nStackseveral devices in one spot78
279 devices shown

Not on the playfield142 unused, 52 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 tiltNC
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
(BEAM) ME UP target
Microswitch
switch.beam-me-up-target-1
J1-P1GRN-BRN
J6-P9WHT-BRN
CPU/Sound board
validated
2
BEAM (ME) UP target
Microswitch
switch.beam-me-up-target-2
J1-P1GRN-BRN
J6-P8WHT-RED
CPU/Sound board
validated
3
Unused matrix switch 3
switch.unused-matrix-switch-3
J1-P1GRN-BRN
J6-P7WHT-ORG
CPU/Sound board
validated
4
BEAM ME (UP) target
Microswitch
switch.beam-me-up-target-4
J1-P1GRN-BRN
J6-P6WHT-YEL
CPU/Sound board
validated
5
Unused matrix switch 5
switch.unused-matrix-switch-5
J1-P1GRN-BRN
J6-P5WHT-GRN
CPU/Sound board
validated
6
Unused matrix switch 6
switch.unused-matrix-switch-6
J1-P1GRN-BRN
J6-P3WHT-BLU
CPU/Sound board
validated
7
Right 3-bank top
Microswitch
switch.right-3-bank-top
J1-P1GRN-BRN
J6-P2WHT-VIO
CPU/Sound board
validated
8
Right 3-bank center
Microswitch
switch.right-3-bank-center
J1-P1GRN-BRN
J6-P1WHT-GRY
CPU/Sound board
validated
9
Right 3-bank bottom
Microswitch
switch.right-3-bank-bottom
J1-P1GRN-BRN
J12-P9TAN-BLK
CPU/Sound board
validated
10
Left eject
Microswitch
switch.left-eject
J1-P1GRN-BRN
J12-P8TAN-RED
CPU/Sound board
validated
11
Center drop target
Microswitch
switch.center-drop-target
J1-P1GRN-BRN
J12-P7TAN-ORG
CPU/Sound board
validated
12
Spinner
Other
switch.spinner
J1-P1GRN-BRN
J12-P6TAN-YEL
CPU/Sound board
validated
13
Warp ramp entrance
Opto
switch.warp-ramp-entrance
J1-P1GRN-BRN
J12-P4TAN-GRN
CPU/Sound board
validated
14
Left ramp entrance
Opto
switch.left-ramp-entrance
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
Unused matrix switch 17
switch.unused-matrix-switch-17
J1-P3GRN-RED
J6-P9WHT-BRN
CPU/Sound board
validated
18
Trough #4 left
Microswitch
switch.trough-4-left
J1-P3GRN-RED
J6-P8WHT-RED
CPU/Sound board
validated
19
Trough #3
Microswitch
switch.trough-3
J1-P3GRN-RED
J6-P7WHT-ORG
CPU/Sound board
validated
20
Trough #2
Microswitch
switch.trough-2
J1-P3GRN-RED
J6-P6WHT-YEL
CPU/Sound board
validated
21
Trough #1
Microswitch
switch.trough-1
J1-P3GRN-RED
J6-P5WHT-GRN
CPU/Sound board
validated
22
Trough jam
Opto
switch.trough-jam
J1-P3GRN-RED
J6-P3WHT-BLU
CPU/Sound board
validated
23
Shooter lane
Microswitch
switch.shooter-lane
J1-P3GRN-RED
J6-P2WHT-VIO
CPU/Sound board
validated
24
(T)REK target
Microswitch
switch.t-rek-target
J1-P3GRN-RED
J6-P1WHT-GRY
CPU/Sound board
validated
25
T(R)EK target
Microswitch
switch.t-r-ek-target
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
TR(E)K target
Microswitch
switch.tr-e-k-target
J1-P3GRN-RED
J12-P6TAN-YEL
CPU/Sound board
validated
29
TRE(K) target
Microswitch
switch.tre-k-target
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
Center lock bottom
Opto
switch.center-lock-bottom
J1-P4GRN-ORG
J6-P9WHT-BRN
CPU/Sound board
validated
34
Center lock top
Opto
switch.center-lock-top
J1-P4GRN-ORG
J6-P8WHT-RED
CPU/Sound board
validated
35
Left ramp exit
Opto
switch.left-ramp-exit
J1-P4GRN-ORG
J6-P7WHT-ORG
CPU/Sound board
validated
36
Warp ramp exit
Opto
switch.warp-ramp-exit
J1-P4GRN-ORG
J6-P6WHT-YEL
CPU/Sound board
validated
37
Right ramp entrance
Opto
switch.right-ramp-entrance
J1-P4GRN-ORG
J6-P5WHT-GRN
CPU/Sound board
validated
38
Right ramp exit
Opto
switch.right-ramp-exit
J1-P4GRN-ORG
J6-P3WHT-BLU
CPU/Sound board
validated
39
Center 3-bank top
Microswitch
switch.center-3-bank-top
J1-P4GRN-ORG
J6-P2WHT-VIO
CPU/Sound board
validated
40
Center 3-bank center
Microswitch
switch.center-3-bank-center
J1-P4GRN-ORG
J6-P1WHT-GRY
CPU/Sound board
validated
41
Center 3-bank bottom
Microswitch
switch.center-3-bank-bottom
J1-P4GRN-ORG
J12-P9TAN-BLK
CPU/Sound board
validated
42
Left 2-bank top
Microswitch
switch.left-2-bank-top
J1-P4GRN-ORG
J12-P8TAN-RED
CPU/Sound board
validated
43
Left 2-bank bottom
Microswitch
switch.left-2-bank-bottom
J1-P4GRN-ORG
J12-P7TAN-ORG
CPU/Sound board
validated
44
Right drain
Leaf
switch.right-drain
J1-P4GRN-ORG
J12-P6TAN-YEL
CPU/Sound board
validated
45
Red target 1
Microswitch
switch.red-target-1
J1-P4GRN-ORG
J12-P4TAN-GRN
CPU/Sound board
validated
46
Red target 2
Microswitch
switch.red-target-2
J1-P4GRN-ORG
J12-P3TAN-BLU
CPU/Sound board
validated
47
Red target 3
Microswitch
switch.red-target-3
J1-P4GRN-ORG
J12-P2TAN-VIO
CPU/Sound board
validated
48
Red target 4
Microswitch
switch.red-target-4
J1-P4GRN-ORG
J12-P1TAN-WHT
CPU/Sound board
validated
49
Red target 5
Microswitch
switch.red-target-5
J1-P5GRN-YEL
J6-P9WHT-BRN
CPU/Sound board
validated
50
Red target 6
Microswitch
switch.red-target-6
J1-P5GRN-YEL
J6-P8WHT-RED
CPU/Sound board
validated
51
Right orbit
Leaf
switch.right-orbit
J1-P5GRN-YEL
J6-P7WHT-ORG
CPU/Sound board
validated
52
Left orbit
Leaf
switch.left-orbit
J1-P5GRN-YEL
J6-P6WHT-YEL
CPU/Sound board
validated
53
Vengeance crash opto
Opto
switch.vengeance-crash-opto
J1-P5GRN-YEL
J6-P5WHT-GRN
CPU/Sound board
validated
54
Unused matrix switch 54
switch.unused-matrix-switch-54
J1-P5GRN-YEL
J6-P3WHT-BLU
CPU/Sound board
validated
55
Unused matrix switch 55
switch.unused-matrix-switch-55
J1-P5GRN-YEL
J6-P2WHT-VIO
CPU/Sound board
validated
56
Unused matrix switch 56
switch.unused-matrix-switch-56
J1-P5GRN-YEL
J6-P1WHT-GRY
CPU/Sound board
validated
57
Unused matrix switch 57
switch.unused-matrix-switch-57
J1-P5GRN-YEL
J12-P9TAN-BLK
CPU/Sound board
validated
58
Unused matrix switch 58
switch.unused-matrix-switch-58
J1-P5GRN-YEL
J12-P8TAN-RED
CPU/Sound board
validated
59
Unused matrix switch 59
switch.unused-matrix-switch-59
J1-P5GRN-YEL
J12-P7TAN-ORG
CPU/Sound board
validated
60
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
Unused dedicated switch D5
switch.unused-dedicated-switch-d5
validated
70
Unused dedicated switch D6
switch.unused-dedicated-switch-d6
validated
71
Fire button
Button
switch.fire-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
Upper-right flipper button
Button
switch.upper-right-flipper-button
cabinet.flipper
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

28
28 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
Center lock magnet
device.center-lock-magnet Magnet
Q3BRN-ORG
I/O Power Driver board
validated
4
Center drop target up
device.center-drop-target-up Coil
Q4BRN-YEL
I/O Power Driver board
validated
5
Center drop target down
device.center-drop-target-down Coil
Q5BRN-GRN
I/O Power Driver board
validated
6
Left eject
device.left-eject Coil
Q6BRN-BLU
I/O Power Driver board
validated
7
Vengeance super-speed kickback
device.vengeance-super-speed-kickback 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
Upper-right flipper
device.upper-right-flipper 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
Laser projector motor
device.laser-projector-motor Motor
Q22VIO-BLU
I/O Power Driver board
validated
24
Coin meteropt
device.coin-meter Coil
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 auxiliary driver board
validated
52
Right orbit control gate
device.right-orbit-control-gate Coil
Q52YEL-GRY
12-transistor auxiliary driver board
validated
53
Vengeance ship actuator
device.vengeance-ship-actuator Motor
Q53YEL-ORG
12-transistor auxiliary driver board
validated
54
Bottom drain kickback
device.bottom-drain-kickback Coil
Q54YEL-BLK
12-transistor auxiliary driver board
validated
55
Rotating VUK
device.rotating-vuk Coil
Q55YEL-GRN
12-transistor auxiliary driver board
validated
56
Vengeance ship latch
device.vengeance-ship-latch Coil
Q56YEL-BLU
12-transistor auxiliary driver board
validated
57
Unused auxiliary output 57
device.unused-auxiliary-output-57 Coil
compatibility-gap
12-transistor auxiliary driver board
validated
58
Unused auxiliary output 58
device.unused-auxiliary-output-58 Coil
compatibility-gap
12-transistor auxiliary driver board
validated
65
Unused auxiliary output 65
device.unused-auxiliary-output-65 Coil
compatibility-gap
12-transistor auxiliary driver board
validated
66
Unused auxiliary output 66
device.unused-auxiliary-output-66 Coil
compatibility-gap
12-transistor auxiliary driver board
validated

Flashers

20
20 shown
# Name Device ID Role Wiring Evidence
17
Asteroid left flasher
device.asteroid-left-flasher
Q17VIO-BRN
I/O Power Driver board
validated
18
Asteroid right flasher
device.asteroid-right-flasher
Q18VIO-RED
I/O Power Driver board
validated
19
Left ramp top flasher
device.left-ramp-top-flasher
Q19VIO-ORG
I/O Power Driver board
validated
20
Right ramp top flasher
device.right-ramp-top-flasher
Q20VIO-YEL
I/O Power Driver board
validated
21
Kickback flasher
device.kickback-flasher
Q21VIO-GRN
I/O Power Driver board
validated
23
Left ramp flasher
device.left-ramp-flasher
Q23VIO-BLK
I/O Power Driver board
validated
25
Pop bumper flasher
device.pop-bumper-flasher
Q25BLK-BRN
I/O Power Driver board
validated
26
Warp ramp entrance flasher
device.warp-ramp-entrance-flasher
Q26BLK-RED
I/O Power Driver board
validated
27
Center three-bank flasher
device.center-three-bank-flasher
Q27BLK-ORG
I/O Power Driver board
validated
28
Right ramp flasher
device.right-ramp-flasher
Q28BLK-YEL
I/O Power Driver board
validated
29
Left loop flasher
device.left-loop-flasher
Q29BLK-GRN
I/O Power Driver board
validated
30
Upper-right flipper flasher
device.upper-right-flipper-flasher
Q30BLK-BLU
I/O Power Driver board
validated
31
Vengeance ship flasher
device.vengeance-ship-flasher
Q31BLK-VIO
I/O Power Driver board
validated
32
Bottom spot left flasher
device.bottom-spot-left-flasher
Q32BLK-GRY
I/O Power Driver board
validated
59
Bottom spot right flasher
device.bottom-spot-right-flasher
Q41ORG-BRN
12-transistor auxiliary driver board
validated
60
Backbox flasher 1
device.backbox-flasher-1
cabinet.backbox
Q42ORG-RED
12-transistor auxiliary driver board
validated
61
Backbox flasher 2
device.backbox-flasher-2
cabinet.backbox
Q43ORG-BLK
12-transistor auxiliary driver board
validated
62
Backbox flasher 3
device.backbox-flasher-3
cabinet.backbox
Q44ORG-YEL
12-transistor auxiliary driver board
validated
63
Backbox flasher 4
device.backbox-flasher-4
cabinet.backbox
Q45ORG-GRN
12-transistor auxiliary driver board
validated
64
Backbox flasher 5
device.backbox-flasher-5
cabinet.backbox
Q46ORG-BLU
12-transistor auxiliary driver board
validated

Lamps

336

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
145–152
153–160
161–168
169–176
177–184
185–192
193–200
201–208
209–216
217–224
225–232
233–240
241–248
249–256
257–264
265–272
273–280
281–288
289–296
297–304
305–312
313–320
321–328
329–336
337–344
Hover or tap an address to identify it.
336 shown
# Name Device ID Role Evidence
1
Unused lamp channel 1
lamp.unused-1
validated
2
Unused lamp channel 2
lamp.unused-2
validated
3
Unused lamp channel 3
lamp.unused-3
validated
4
Unused lamp channel 4
lamp.unused-4
validated
5
Unused lamp channel 5
lamp.unused-5
validated
6
Unused lamp channel 6
lamp.unused-6
validated
7
Unused lamp channel 7
lamp.unused-7
validated
8
Unused lamp channel 8
lamp.unused-8
validated
9
Unused lamp channel 9
lamp.unused-9
validated
10
Unused lamp channel 10
lamp.unused-10
validated
11
Unused lamp channel 11
lamp.unused-11
validated
12
Unused lamp channel 12
lamp.unused-12
validated
13
Unused lamp channel 13
lamp.unused-13
validated
14
Unused lamp channel 14
lamp.unused-14
validated
15
Unused lamp channel 15
lamp.unused-15
validated
16
Unused lamp channel 16
lamp.unused-16
validated
17
Unused lamp channel 17
lamp.unused-17
validated
18
Unused lamp channel 18
lamp.unused-18
validated
19
Unused lamp channel 19
lamp.unused-19
validated
20
Unused lamp channel 20
lamp.unused-20
validated
21
Unused lamp channel 21
lamp.unused-21
validated
22
Unused lamp channel 22
lamp.unused-22
validated
23
Unused lamp channel 23
lamp.unused-23
validated
24
Unused lamp channel 24
lamp.unused-24
validated
25
Unused lamp channel 25
lamp.unused-25
validated
26
Unused lamp channel 26
lamp.unused-26
validated
27
Unused lamp channel 27
lamp.unused-27
validated
28
Unused lamp channel 28
lamp.unused-28
validated
29
Unused lamp channel 29
lamp.unused-29
validated
30
Unused lamp channel 30
lamp.unused-30
validated
31
Unused lamp channel 31
lamp.unused-31
validated
32
Unused lamp channel 32
lamp.unused-32
validated
33
Unused lamp channel 33
lamp.unused-33
validated
34
Unused lamp channel 34
lamp.unused-34
validated
35
Unused lamp channel 35
lamp.unused-35
validated
36
Unused lamp channel 36
lamp.unused-36
validated
37
Unused lamp channel 37
lamp.unused-37
validated
38
Unused lamp channel 38
lamp.unused-38
validated
39
Unused lamp channel 39
lamp.unused-39
validated
40
Unused lamp channel 40
lamp.unused-40
validated
41
Unused lamp channel 41
lamp.unused-41
validated
42
Unused lamp channel 42
lamp.unused-42
validated
43
Unused lamp channel 43
lamp.unused-43
validated
44
Unused lamp channel 44
lamp.unused-44
validated
45
Unused lamp channel 45
lamp.unused-45
validated
46
Unused lamp channel 46
lamp.unused-46
validated
47
Unused lamp channel 47
lamp.unused-47
validated
48
Unused lamp channel 48
lamp.unused-48
validated
49
Unused lamp channel 49
lamp.unused-49
validated
50
Unused lamp channel 50
lamp.unused-50
validated
51
Cabinet phaser 1
lamp.physical-79-single-color
cabinet.lighting
validated
52
Cabinet phaser 2
lamp.physical-80-single-color
cabinet.lighting
validated
53
Cabinet phaser 3
lamp.physical-81-single-color
cabinet.lighting
validated
54
Cabinet phaser 4
lamp.physical-82-single-color
cabinet.lighting
validated
55
Cabinet phaser 5
lamp.physical-83-single-color
cabinet.lighting
validated
56
Cabinet phaser 6
lamp.physical-84-single-color
cabinet.lighting
validated
57
Cabinet phaser 7
lamp.physical-85-single-color
cabinet.lighting
validated
58
Cabinet phaser 8
lamp.physical-86-single-color
cabinet.lighting
validated
59
Cabinet phaser 9
lamp.physical-87-single-color
cabinet.lighting
validated
60
Cabinet phaser 10
lamp.physical-88-single-color
cabinet.lighting
validated
61
Cabinet phaser 11
lamp.physical-89-single-color
cabinet.lighting
validated
62
Cabinet phaser 12
lamp.physical-90-single-color
cabinet.lighting
validated
63
Cabinet phaser 13
lamp.physical-91-single-color
cabinet.lighting
validated
64
Cabinet phaser 14
lamp.physical-92-single-color
cabinet.lighting
validated
65
Cabinet phaser 15
lamp.physical-93-single-color
cabinet.lighting
validated
66
Cabinet phaser 16
lamp.physical-94-single-color
cabinet.lighting
validated
67
Cabinet phaser 17
lamp.physical-95-single-color
cabinet.lighting
validated
68
Cabinet phaser 18
lamp.physical-96-single-color
cabinet.lighting
validated
69
Cabinet phaser 19
lamp.physical-97-single-color
cabinet.lighting
validated
70
Cabinet phaser 20
lamp.physical-98-single-color
cabinet.lighting
validated
71
Cabinet phaser 21
lamp.physical-99-single-color
cabinet.lighting
validated
72
Cabinet phaser 22
lamp.physical-100-single-color
cabinet.lighting
validated
73
Unused lamp channel 73
lamp.unused-73
validated
74
Unused lamp channel 74
lamp.unused-74
validated
75
Cabinet Enterprise
lamp.physical-78-single-color
cabinet.lighting
validated
76
Fire button blue
lamp.physical-68-single-color
cabinet.lighting
validated
77
Fire button green
lamp.physical-67-single-color
cabinet.lighting
validated
78
Fire button red
lamp.physical-66-single-color
cabinet.lighting
validated
79
Tournament start button
lamp.physical-69-single-color
cabinet.lighting
validated
80
Start button
lamp.physical-65-single-color
cabinet.lighting
validated
81
Red target 2 red
lamp.physical-2-red
validated
82
Left ramp Enterprise arrow green
lamp.physical-3-green
validated
83
Left ramp Enterprise arrow red
lamp.physical-3-red
validated
84
Left ramp emblem red
lamp.physical-1-red
validated
85
Left ramp emblem green
lamp.physical-1-green
validated
86
Left ramp emblem blue
lamp.physical-1-blue
validated
87
Red target 2 green
lamp.physical-2-green
validated
88
Red target 2 blue
lamp.physical-2-blue
validated
89
Left ramp Enterprise arrow blue
lamp.physical-3-blue
validated
90
Red target 3 blue
lamp.physical-4-blue
validated
91
Red target 3 green
lamp.physical-4-green
validated
92
Red target 3 red
lamp.physical-4-red
validated
93
Center lane emblem red
lamp.physical-5-red
validated
94
Center lane emblem green
lamp.physical-5-green
validated
95
Center lane emblem blue
lamp.physical-5-blue
validated
96
Center lane Enterprise arrow red
lamp.physical-6-red
validated
97
Center lane Enterprise arrow green
lamp.physical-6-green
validated
98
Center lane Enterprise arrow blue
lamp.physical-6-blue
validated
99
Red target 4 red
lamp.physical-7-red
validated
100
Red target 4 green
lamp.physical-7-green
validated
101
Red target 4 blue
lamp.physical-7-blue
validated
102
Black hole arrow red
lamp.physical-8-red
validated
103
Black hole arrow green
lamp.physical-8-green
validated
104
Black hole arrow blue
lamp.physical-8-blue
validated
105
Unused node-board 5 channel 105
lamp.unused-105
validated
106
Unused node-board 5 channel 106
lamp.unused-106
validated
107
Unused node-board 5 channel 107
lamp.unused-107
validated
108
Unused node-board 5 channel 108
lamp.unused-108
validated
109
Unused node-board 5 channel 109
lamp.unused-109
validated
110
Unused node-board 5 channel 110
lamp.unused-110
validated
111
Unused node-board 5 channel 111
lamp.unused-111
validated
112
Unused node-board 5 channel 112
lamp.unused-112
validated
113
Right orbit emblem red
lamp.physical-9-red
validated
114
Right orbit emblem green
lamp.physical-9-green
validated
115
Right orbit emblem blue
lamp.physical-9-blue
validated
116
Right orbit Enterprise arrow red
lamp.physical-10-red
validated
117
Right orbit Enterprise arrow green
lamp.physical-10-green
validated
118
Right orbit Enterprise arrow blue
lamp.physical-10-blue
validated
119
Red target 6 red
lamp.physical-11-red
validated
120
Red target 6 green
lamp.physical-11-green
validated
121
Red target 6 blue
lamp.physical-11-blue
validated
122
Right ramp emblem red
lamp.physical-12-red
validated
123
Right ramp emblem green
lamp.physical-12-green
validated
124
Right ramp emblem blue
lamp.physical-12-blue
validated
125
Right ramp Enterprise arrow red
lamp.physical-13-red
validated
126
Right ramp Enterprise arrow green
lamp.physical-13-green
validated
127
Right ramp Enterprise arrow blue
lamp.physical-13-blue
validated
128
Red target 5 red
lamp.physical-14-red
validated
129
Red target 5 green
lamp.physical-14-green
validated
130
Red target 5 blue
lamp.physical-14-blue
validated
131
Special red
lamp.physical-15-red
validated
132
Special blue
lamp.physical-15-blue
validated
133
Special green
lamp.physical-15-green
validated
134
Away team red
lamp.physical-16-red
validated
135
Away team blue
lamp.physical-16-blue
validated
136
Away team green
lamp.physical-16-green
validated
137
Unused node-board 5 channel 137
lamp.unused-137
validated
138
Unused node-board 5 channel 138
lamp.unused-138
validated
139
Unused node-board 5 channel 139
lamp.unused-139
validated
140
Unused node-board 5 channel 140
lamp.unused-140
validated
141
Unused node-board 5 channel 141
lamp.unused-141
validated
142
Unused node-board 5 channel 142
lamp.unused-142
validated
143
Unused node-board 5 channel 143
lamp.unused-143
validated
144
Unused node-board 5 channel 144
lamp.unused-144
validated
146
Left eject lock red
lamp.physical-17-red
validated
147
Left eject lock green
lamp.physical-17-green
validated
148
Left eject lock blue
lamp.physical-17-blue
validated
149
Mission start red
lamp.physical-18-red
validated
150
Mission start green
lamp.physical-18-green
validated
151
Mission start blue
lamp.physical-18-blue
validated
152
Left 2-bank top red
lamp.physical-19-red
validated
153
Left 2-bank top green
lamp.physical-19-green
validated
154
Left 2-bank top blue
lamp.physical-19-blue
validated
155
Left orbit emblem red
lamp.physical-20-red
validated
156
Left orbit emblem green
lamp.physical-20-green
validated
157
Left orbit emblem blue
lamp.physical-20-blue
validated
158
Red target 1 red
lamp.physical-21-red
validated
159
Red target 1 green
lamp.physical-21-green
validated
160
Red target 1 blue
lamp.physical-21-blue
validated
161
Left orbit Enterprise arrow red
lamp.physical-22-red
validated
162
Left orbit Enterprise arrow green
lamp.physical-22-green
validated
163
Left orbit Enterprise arrow blue
lamp.physical-22-blue
validated
164
Left 2-bank bottom red
lamp.physical-23-red
validated
165
Left 2-bank bottom green
lamp.physical-23-green
validated
166
Left 2-bank bottom blue
lamp.physical-23-blue
validated
167
Left eject emblem red
lamp.physical-24-red
validated
168
Left eject emblem green
lamp.physical-24-green
validated
169
Left eject emblem blue
lamp.physical-24-blue
validated
170
Left eject Enterprise arrow red
lamp.physical-25-red
validated
171
Left eject Enterprise arrow green
lamp.physical-25-green
validated
172
Left eject Enterprise arrow blue
lamp.physical-25-blue
validated
173
Unused node-board 6 channel 173
lamp.unused-173
validated
174
Unused node-board 6 channel 174
lamp.unused-174
validated
175
Unused node-board 6 channel 175
lamp.unused-175
validated
176
Unused node-board 6 channel 176
lamp.unused-176
validated
177
Kickback green
lamp.physical-26-green
validated
178
Kickback blue
lamp.physical-26-blue
validated
179
Kickback red
lamp.physical-26-red
validated
180
(T)REK green
lamp.physical-27-green
validated
181
(T)REK blue
lamp.physical-27-blue
validated
182
(T)REK red
lamp.physical-27-red
validated
183
T(R)EK green
lamp.physical-28-green
validated
184
T(R)EK blue
lamp.physical-28-blue
validated
185
T(R)EK red
lamp.physical-28-red
validated
186
Center 3-bank bottom red
lamp.physical-29-red
validated
187
Center 3-bank bottom green
lamp.physical-29-green
validated
188
Center 3-bank bottom blue
lamp.physical-29-blue
validated
189
Center 3-bank center red
lamp.physical-30-red
validated
190
Center 3-bank center green
lamp.physical-30-green
validated
191
Center 3-bank center blue
lamp.physical-30-blue
validated
192
Center 3-bank top red
lamp.physical-31-red
validated
193
Center 3-bank top green
lamp.physical-31-green
validated
194
Center 3-bank top blue
lamp.physical-31-blue
validated
195
Center lane lock red
lamp.physical-32-red
validated
196
Center lane lock blue
lamp.physical-32-blue
validated
197
Center lane lock green
lamp.physical-32-green
validated
198
Extra ball red
lamp.physical-33-red
validated
199
Extra ball blue
lamp.physical-33-blue
validated
200
Extra ball green
lamp.physical-33-green
validated
201
Unused node-board 6 channel 201
lamp.unused-201
validated
202
Unused node-board 6 channel 202
lamp.unused-202
validated
203
Unused node-board 6 channel 203
lamp.unused-203
validated
204
Unused node-board 6 channel 204
lamp.unused-204
validated
205
Unused node-board 6 channel 205
lamp.unused-205
validated
206
Unused node-board 6 channel 206
lamp.unused-206
validated
207
Unused node-board 6 channel 207
lamp.unused-207
validated
208
Unused node-board 6 channel 208
lamp.unused-208
validated
209
Unused node-board 6 channel 209
lamp.unused-209
validated
211
Captain's Chair red
lamp.physical-35-red
validated
212
Save the Enterprise green
lamp.physical-36-green
validated
213
Save the Enterprise red
lamp.physical-36-red
validated
214
Shoot again red
lamp.physical-34-red
validated
215
Shoot again green
lamp.physical-34-green
validated
216
Shoot again blue
lamp.physical-34-blue
validated
217
Captain's Chair green
lamp.physical-35-green
validated
218
Captain's Chair blue
lamp.physical-35-blue
validated
219
Save the Enterprise blue
lamp.physical-36-blue
validated
220
Nero blue
lamp.physical-37-blue
validated
221
Nero green
lamp.physical-37-green
validated
222
Nero red
lamp.physical-37-red
validated
223
Destroy the Drill red
lamp.physical-38-red
validated
224
Destroy the Drill green
lamp.physical-38-green
validated
225
Destroy the Drill blue
lamp.physical-38-blue
validated
226
Space Jump red
lamp.physical-39-red
validated
227
Space Jump green
lamp.physical-39-green
validated
228
Space Jump blue
lamp.physical-39-blue
validated
229
Prime Directive red
lamp.physical-40-red
validated
230
Prime Directive green
lamp.physical-40-green
validated
231
Prime Directive blue
lamp.physical-40-blue
validated
232
Klingon Battle red
lamp.physical-41-red
validated
233
Klingon Battle green
lamp.physical-41-green
validated
234
Klingon Battle blue
lamp.physical-41-blue
validated
235
Status 1 bottom red
lamp.physical-42-red
validated
236
Status 1 bottom green
lamp.physical-42-green
validated
237
Status 1 bottom blue
lamp.physical-42-blue
validated
238
Status 2 red
lamp.physical-43-red
validated
239
Status 2 green
lamp.physical-43-green
validated
240
Status 2 blue
lamp.physical-43-blue
validated
241
Status 3 red
lamp.physical-44-red
validated
242
Status 3 green
lamp.physical-44-green
validated
243
Status 3 blue
lamp.physical-44-blue
validated
244
Status 4 red
lamp.physical-45-red
validated
245
Status 4 green
lamp.physical-45-green
validated
246
Status 4 blue
lamp.physical-45-blue
validated
247
Status 5 red
lamp.physical-46-red
validated
248
Status 5 green
lamp.physical-46-green
validated
249
Status 5 blue
lamp.physical-46-blue
validated
250
Status 6 red
lamp.physical-47-red
validated
251
Status 6 green
lamp.physical-47-green
validated
252
Status 6 blue
lamp.physical-47-blue
validated
253
Status 7 red
lamp.physical-48-red
validated
254
Status 7 green
lamp.physical-48-green
validated
255
Status 7 blue
lamp.physical-48-blue
validated
256
Status 8 top red
lamp.physical-49-red
validated
257
Status 8 top green
lamp.physical-49-green
validated
258
Status 8 top blue
lamp.physical-49-blue
validated
259
Unused node-board 7 channel 259
lamp.unused-259
validated
260
Unused node-board 7 channel 260
lamp.unused-260
validated
261
Unused node-board 7 channel 261
lamp.unused-261
validated
262
Unused node-board 7 channel 262
lamp.unused-262
validated
263
Unused node-board 7 channel 263
lamp.unused-263
validated
264
Unused node-board 7 channel 264
lamp.unused-264
validated
265
Unused node-board 7 channel 265
lamp.unused-265
validated
266
Unused node-board 7 channel 266
lamp.unused-266
validated
267
Unused node-board 7 channel 267
lamp.unused-267
validated
268
Unused node-board 7 channel 268
lamp.unused-268
validated
269
Unused node-board 7 channel 269
lamp.unused-269
validated
270
Unused node-board 7 channel 270
lamp.unused-270
validated
271
Unused node-board 7 channel 271
lamp.unused-271
validated
272
Unused node-board 7 channel 272
lamp.unused-272
validated
273
Unused node-board 7 channel 273
lamp.unused-273
validated
274
Unused node-board 7 channel 274
lamp.unused-274
validated
276
Warp ramp red
lamp.physical-50-single-color
validated
277
Enterprise
lamp.physical-51-single-color
validated
278
Warp ramp emblem red
lamp.physical-52-red
validated
279
Warp ramp emblem green
lamp.physical-52-green
validated
280
Warp ramp emblem blue
lamp.physical-52-blue
validated
281
(BEAM) ME UP red
lamp.physical-53-red
validated
282
(BEAM) ME UP blue
lamp.physical-53-blue
validated
283
(BEAM) ME UP green
lamp.physical-53-green
validated
284
BEAM (ME) UP red
lamp.physical-54-red
validated
285
BEAM (ME) UP blue
lamp.physical-54-blue
validated
286
BEAM (ME) UP green
lamp.physical-54-green
validated
287
BEAM ME (UP) red
lamp.physical-55-red
validated
288
BEAM ME (UP) blue
lamp.physical-55-blue
validated
289
BEAM ME (UP) green
lamp.physical-55-green
validated
290
Vengeance saucer
lamp.physical-56-single-color
validated
291
Vengeance nacelles
lamp.physical-57-single-color
validated
292
Warp chaser 2
lamp.physical-71-single-color
validated
293
Warp chaser 3
lamp.physical-72-single-color
validated
294
Warp chaser 4
lamp.physical-73-single-color
validated
295
Warp chaser 1
lamp.physical-70-single-color
validated
296
Warp chaser 6
lamp.physical-75-single-color
validated
297
Warp chaser 7
lamp.physical-76-single-color
validated
298
Warp chaser 8
lamp.physical-77-single-color
validated
299
Warp chaser 5
lamp.physical-74-single-color
validated
300
Left apron red
lamp.physical-63-red
validated
301
Left apron blue
lamp.physical-63-blue
validated
302
Left apron green
lamp.physical-63-green
validated
303
Right apron red
lamp.physical-64-red
validated
304
Right apron blue
lamp.physical-64-blue
validated
305
Right apron green
lamp.physical-64-green
validated
306
Unused node-board 8 channel 306
lamp.unused-306
validated
307
Unused node-board 8 channel 307
lamp.unused-307
validated
308
Right 3-bank top red
lamp.physical-58-red
validated
309
Right 3-bank top green
lamp.physical-58-green
validated
310
Right 3-bank top blue
lamp.physical-58-blue
validated
311
Right 3-bank center red
lamp.physical-59-red
validated
312
Right 3-bank center green
lamp.physical-59-green
validated
313
Right 3-bank center blue
lamp.physical-59-blue
validated
314
Right 3-bank bottom red
lamp.physical-60-red
validated
315
Right 3-bank bottom green
lamp.physical-60-green
validated
316
Right 3-bank bottom blue
lamp.physical-60-blue
validated
317
TR(E)K red
lamp.physical-61-red
validated
318
TR(E)K blue
lamp.physical-61-blue
validated
319
TR(E)K green
lamp.physical-61-green
validated
320
TRE(K) red
lamp.physical-62-red
validated
321
TRE(K) blue
lamp.physical-62-blue
validated
322
TRE(K) green
lamp.physical-62-green
validated
323
Unused node-board 8 channel 323
lamp.unused-323
validated
324
Unused node-board 8 channel 324
lamp.unused-324
validated
325
Unused node-board 8 channel 325
lamp.unused-325
validated
326
Unused node-board 8 channel 326
lamp.unused-326
validated
327
Unused node-board 8 channel 327
lamp.unused-327
validated
328
Unused node-board 8 channel 328
lamp.unused-328
validated
329
Unused node-board 8 channel 329
lamp.unused-329
validated
330
Unused node-board 8 channel 330
lamp.unused-330
validated
331
Unused node-board 8 channel 331
lamp.unused-331
validated
332
Unused node-board 8 channel 332
lamp.unused-332
validated
333
Unused node-board 8 channel 333
lamp.unused-333
validated
334
Unused node-board 8 channel 334
lamp.unused-334
validated
335
Unused node-board 8 channel 335
lamp.unused-335
validated
336
Unused node-board 8 channel 336
lamp.unused-336
validated
337
Unused node-board 8 channel 337
lamp.unused-337
validated
338
Unused node-board 8 channel 338
lamp.unused-338
validated
339
Unused node-board 8 channel 339
lamp.unused-339
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.

Four-ball trough

mechanism.trough

Kicker

The physical trough uses position switches 18-21 and downstream jam opto 22. The official manual and exact Neo table agree that four balls occupy 18-21 and output 1 ejects from switch 21; Neo pulses switch 22 on ejection. The older v1.10 table's 19-22 ball chain and switch-18 drain are a documented virtual-table layout exception, not physical construction evidence.

Auto launcher

mechanism.auto-launcher

Kicker

Output 2 launches a ball resting at shooter-lane switch 23. The working table uses power 52 with random variation 3.

Left eject and rotating VUK

mechanism.left-eject

Kicker

Switch 10 stays active with a captured ball. Output 55 rotates the two-way VUK/deflector; output 6 then ejects along the selected path. The working table's standard path uses direction 85 degrees, force 38, and Z 100.

Center magnet lock

mechanism.center-lock

Toy

Output 3 is a PWM-capable magnet behind the memory target. The working table uses a centered capture field of radius 135 and permits multiple-ball capture; switches 33 and 34 track balls in the center lock lane.

Bottom drain kickback

mechanism.kickback

Kicker

Output 54 returns a ball entering right-drain switch 44. Do not confuse it with output 7, which is the Vengeance super-speed kickback.

Laser projector

mechanism.laser

Motorized

Output 22 runs the playfield laser-projector motor. It has no controller-facing position switch in the manual or working table.

Spinner

mechanism.spinner

Other

Each rotation pulses switch 12.

Senses

Recreation notes

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

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

Identity and evidence precedence

This definition covers st_*h and st_*hc drivers. Those revisions share the Premium/LE playfield; c only changes ROM display colorization. Non-h drivers are the different Pro machine and have their own definition. The known-working Star Trek LE (Stern 2013) v1.10.vbs is ground truth for controller bindings, callbacks, mechanism causality, and active behavior. For the trough alone, the exact Neo table governs initialization and ejection sensing because its switches 18-21 and downstream switch-22 pulse agree with the official manual; v1.10's switch-18 drain and 19-22 ball chain remain a documented virtual-table exception. The official Stern manual governs physical inventory, wiring, diagnostic numbering, and assemblies. Pinned PinMAME source governs the SAM transport, display, custom-solenoid serialization, node-board topology, and driver identity.

Controller topology

The four node boards expose public lamp ranges 81-144, 146-209, 211-274, and 276-339. Public addresses 145, 210, and 275 are deliberate compatibility gaps, not lamps. The JSON enumerates every addressable lamp channel and marks unused channels explicitly. Main solenoids are 1-32. The auxiliary board exposes Q51-Q56 as public 51-56 and physical Q41-Q46 as public 59-64; 57-58 and 65-66 are explicit unused holes.

Switches and initial ball state

All matrix positions 1-64, dedicated D1-D24, and DIP inputs are enumerated. The physical four-ball trough has left-to-right sensors 18-21 plus downstream jam opto 22. The official manual and exact Neo table agree that the four balls occupy 18-21 and output 1 ejects from switch 21; Neo pulses switch 22 on ejection. The older v1.10 table instead uses switch 18 as its drain and creates balls on 19-22. That virtual-table layout is preserved as a portability warning but rejected for physical construction and initial switch state. Shooter lane is 23. Fire is public 71/D7; the upper-right flipper button is public 86/D15. Lower buttons are 84 left and 82 right, with normally-closed EOS contacts 83 left and 81 right.

Lamps

Manual physical lamp numbers are diagnostic identities, while the JSON binding is the PinMAME ChangedLamps callback address observed in the working script. Physical lamps 1-49 are RGB node-board devices; their public channels are not their printed numbers. For example physical lamp 1 maps red/green/blue to public 84/85/86. Physical 50 and 51 map to 276/277. The RGB warp emblem 52 maps to 278/279/280. Start, tournament, and fire-button channels occupy public 76-80. Warp chasers map to 292-299 in script order. Cabinet Enterprise is public 75; cabinet phaser diagnostics 79-100 map to public 51-72. Always bind to public addresses and retain the printed number only as manual.address.

Center memory target and magnet lock

The single center target uses switch 11, output 4 up, and output 5 down. The script activates switch 11 while down and releases a captured ball when raising it. The lock magnet is PWM output 3; the proven table uses a radius-135 centered field and allows multiple-ball capture. Lower and upper lock optos are 33 and 34.

Left eject and rotating VUK

Switch 10 remains active while the left eject holds a ball. Output 55 rotates its two-way VUK/deflector and output 6 ejects along the selected path; no position switch exists. The known normal path uses 85 degrees, force 38, and Z 100. Build the rotating routing geometry even though both operations share the same scoop opening.

Vengeance battleship

The ship is a latched animated mechanism, not a decorative flasher. PWM output 53 drives its dive and shake, output 56 controls the latch/return, and switch 53 represents the crashed/latched state. Output 7 then returns the ball at super speed. The working 100 Hz animation uses down steps 2-50, shake steps 101-154, and return steps 201-250; use these as a proven timing and motion baseline, then align geometry to the physical ship.

Gates, kickback, laser, and standard devices

Outputs 51/52 control the left/right orbit gates. Output 54 is the bottom right-drain kickback paired with switch 44; output 7 is instead the Vengeance kicker. Output 22 drives the laser projector without a position sensor. The machine has three flippers, three pops, two slings, a spinner at switch 12, three ramps, four balls, a six-target red bank, a center three-bank, a left two-bank, and the four TREK targets. Output 8 is the optional shaker and output 24 the optional coin meter.

Recreation checklist

  • Construct all physical inputs and outputs, including explicit unused controller addresses, four node boards, auxiliary board, GI group, and native 128x32 DMD.
  • Initialize four physical trough balls on switches 18-21 and keep downstream jam opto 22 clear until ejection; do not reproduce the older v1.10 table's switch-18 drain and 19-22 ball-chain simplification.
  • Preserve PWM for the center magnet and Vengeance actuator; do not reduce either to a simple pulse.
  • Model the memory target, multi-ball magnet hold, rotating VUK route, Vengeance latch/crash/return sequence, orbit gates, bottom kickback, laser motor, upper flipper, and all sensed ball paths.
  • Use public JSON callback bindings for node LEDs and auxiliary outputs; use manual numbers only in service/diagnostic UI.
  • Treat VPX force, angle, animation, and capture values as proven authoring baselines and refine only the physical geometry 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. The 952 by 2300 Neo table is the sole normalized coordinate frame. Direct Neo object centers are accepted only after reconciliation with the official manual and proven v1.10 script. Geometry absent from Neo is never copied from another normalized table frame: the donor table's switch 18 drain is rejected, its four ball positions 19-22 are locally registered and mapped in order to physical Premium/LE switches 18-21, lamp 51 is registered by the shared upper-right flipper, and Vengeance bulb-mesh points by the shared ship parent. The manual-required jam opto 22 is absent as a direct Neo sensor and receives a disclosed approximate point on the ejection corridor. Slingshot sensors/coils, the Vengeance crash opto, EOS contacts, laser motor, composite multi-bulb assemblies, and GI sockets use explicitly disclosed assembly or drawing projections. Cabinet, service, backbox fixtures, virtual, unpopulated, unused, and DIP devices are outside playfield space.

The lamp audit preserves physical multiplicity that render geometry can both hide and exaggerate. Lamp 51 has two Enterprise emitters but only one defensible composite assembly anchor; lamps 63 and 64 likewise each have two apron emitters represented by one composite Neo assembly center. No false bulb separation is invented. Lamp 57 has two separately recoverable Vengeance nacelle centers. The manual proves one physical lamp for each warp-chaser number 70-77; v1.10's paired beam segments and WarpAmbient object are render helpers, while Neo's direct l70-l77 lamp objects supply one canonical point per output. Cabinet Enterprise and every cabinet phaser output also retain the manual's ×2 physical quantity even though they have no playfield coordinate.

The moving Vengeance is one spatial assembly with separate causality: output 53 supplies PWM dive/shake motion, output 56 controls the latch/return, switch 53 reports the crash/latch state, output 7 returns the captive ball, output 31 flashes the ship, and lamps 56/57 illuminate the saucer and two nacelles. The v1.10 script proves output 31's Vengeance semantics through F31/F31a, while Neo maps that same output to VengFlashGI and supplies the canonical assembly anchor. Their points are canonical-frame, parent-relative rest-state placements; co-located assembly anchors do not collapse them into one device or claim identical internal actuator locations. The broad F31/F31a bloom geometry is a render helper and is not used as output 31's physical position. The left eject and output-55 rotating VUK likewise belong to one scoop but use separate Neo eject-mouth and rotating-pivot points, with no invented position switch.

The page-152 GI drawing proves 34 playfield emitters: 31 sockets plus three illuminated pop-bumper assemblies. Its separate backbox inset proves seven additional physical GI lamps. The aggregate output therefore keeps quantity 41, but only the 34 playfield emitters receive playfield-space placements; the backbox row is not misrepresented at y=0. The 31 drawing-derived socket centers preserve validated identity and physical region, but the drawing does not support a quantified per-socket positional tolerance; their six-decimal projected values are not claims of sub-object measurement precision. The official coil-location drawing places the unsensed laser motor beneath the lower-left apron; its coordinate is a disclosed approximate region rather than a calibrated point, and the broad Laser render fields are effects, not motor locations. The auxiliary drawing proves two Q42 speaker-panel flashers, two Q43 backbox flashers, and one each on Q44-Q46. Those quantities remain in the definition while all seven fixtures stay outside normalized playfield space.

Sources

  • manual.star-trek-premium-le: official Stern Star-Trek-LE-Manual.pdf, SHA-256 ca2007093bb4c1425d728a46e548d3af5a3d8fdd844c41dab48cd4ddbacb985d; I/O and physical location drawings on PDF pages 68-77, wiring on 114-119 and 153-155, and the physical GI/socket drawing on PDF page 152.
  • vpx-table.star-trek-le-neo-real-1.0.2-geometry: exact Star Trek LE Neo real Mod 1.0.2.vpx, 191,655,936 bytes, SHA-256 f7edee3cbcebff1a078496b7ef7dcef7368158a61b48934f2241792a70bc233c; retained externally under pinmame-vpx-sources/stern/star-trek-premium-limited-edition-2013/source and used as the sole normalized geometry frame after semantic reconciliation.
  • vpx-table.star-trek-enterprise-le-geometry: exact Star Trek Enterprise Limited Edition (Stern 2012).vpx, 66,732,032 bytes, SHA-256 46e4642ebcfcbedc59c3cf950b92ccc0dcc68818752110004c4164cb1d54cc8e; retained beside the Neo table and used only for missing geometry that is locally registered into the Neo frame by a shared physical anchor.
  • vpx.star-trek-le-1.10: known-working script at vpxtable_scripts revision 0c036bb61b4b4e8c778c37559f6795df8cd1521e, SHA-256 3337481b28144a67f1df3c3650355be91699104930d8b3cc8503e14225a9d4ff.
  • pinmame.core.4ec52ff0ac13: pinned SAM implementation, four node boards, custom outputs, display, and driver configuration.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
st_162hcStar Trek (Stern) Limited Edition (V1.62) (Colored MOD)
Colored-ROM modification only; physical I/O and mechanisms are unchanged.
2018st_162hidentical
st_162hStar Trek (Stern) Limited Edition (V1.62)
Firmware revision within this physical edition; playfield I/O and mechanisms are unchanged.
2018identical
st_161hcStar Trek (Stern) Limited Edition (V1.61) (Colored MOD)
Colored-ROM modification only; physical I/O and mechanisms are unchanged.
2015st_162hidentical
st_161hStar Trek (Stern) Limited Edition (V1.61)
Firmware revision within this physical edition; playfield I/O and mechanisms are unchanged.
2015st_162hidentical
st_160hStar Trek (Stern) Limited Edition (V1.6)
Firmware revision within this physical edition; playfield I/O and mechanisms are unchanged.
2015st_162hidentical
st_150hStar Trek (Stern) Limited Edition (V1.5)
Firmware revision within this physical edition; playfield I/O and mechanisms are unchanged.
2014st_162hidentical
st_142hStar Trek (Stern) Limited Edition (V1.42)
Firmware revision within this physical edition; playfield I/O and mechanisms are unchanged.
2014st_162hidentical
st_141hStar Trek (Stern) Limited Edition (V1.41)
Firmware revision within this physical edition; playfield I/O and mechanisms are unchanged.
2013st_162hidentical

Parent set: st_162h — 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.star-trek-premium-le

    Star-Trek-LE-Manual.pdf, PDF pages 68-77, 114-119, 152-155

    by
    Stern Pinball
    sha256
    ca2007093bb4…
  • VPX script

    vpx.star-trek-le-1.10

    Star Trek LE (Stern 2013) v1.10.vbs lines 438-470, 673-1080, 1490-1590, and 1900-2120

    github.comlines 438-470, 673-1080, 1490-1590, and 1900-2120
    by
    Table authors credited in the script and vpxtable_scripts contributors
    rev
    0c036bb61b4b
    sha256
    3337481b2814…
  • PinMAME source

    BSD-3-Clause

    pinmame.core.4ec52ff0ac13

    src/wpc/sam.c Star Trek INITGAME, four-node-board topology, custom-solenoid routing, and fast-flip configuration

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • PinMAME catalog

    BSD-3-Clause

    pinmame.catalog.4ec52ff0ac13

    PinmameGetGames

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • VPX table

    vpx-table.star-trek-le-neo-real-1.0.2-geometry

    Star Trek LE Neo real Mod 1.0.2.vpx (191,655,936 bytes), exact st_161h table extracted with vpxtool git:v0.33.3. Its 952 by 2300 playfield bounds are the sole normalized coordinate frame. Object geometry is accepted only after reconciliation with the official manual and proven v1.10 script. Neo's manual-matching 18-21 trough initialization and switch-22 ejection pulse are accepted; its upper-flipper coupling and Vengeance simplifications are explicitly rejected.

    external:pinmame-vpx-sources/stern/star-trek-premium-limited-edition-2013/source/Star Trek LE Neo real Mod 1.0.2.vpx
    by
    Neo and the table authors credited by the table distribution
    sha256
    f7edee3cbceb…
  • VPX table

    vpx-table.star-trek-enterprise-le-geometry

    Star Trek Enterprise Limited Edition (Stern 2012).vpx (66,732,032 bytes), exact st_161hc table extracted with vpxtool git:v0.33.3. Only geometry absent from the canonical Neo table is used: its switch 18 is a drain and is rejected, while its four ball positions 19-22 are translated and mapped in order to physical Premium/LE trough switches 18-21 by aligning the table's switch-22 trough-out with Neo BallRelease. Lamp 51 and Vengeance bulb meshes use separate local registrations; no coordinate from this table's normalized frame is copied directly.

    external:pinmame-vpx-sources/stern/star-trek-premium-limited-edition-2013/source/Star Trek Enterprise Limited Edition (Stern 2012).vpx
    by
    The table authors credited by the table distribution
    sha256
    46e4642ebcfc…

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

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

All 2 editions of Star Trek, side by side

Same platform