Star Trek Pro

Author ready

Stern2013SAMstern.star-trek-pro.2013 1 of 2 editions

Wire it up

what an authoring tool needs first
Bind this ROM
st_120st_130st_140st_150st_160st_161

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

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

Cabinet & flipper inputs
84flipper.lower-left.button82flipper.lower-right.button86flipper.upper-right.button15cabinet.tournament-start16cabinet.start65cabinet.coin.left66cabinet.coin.center67cabinet.coin.right68cabinet.coin.fourth71cabinet.action-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

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

1 (BEAM) ME UP target2 BEAM (ME) UP target4 BEAM ME (UP) target7 Right 3-bank top8 Right 3-bank center9 Right 3-bank bottom210 Left eject · 6 Left eject311 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) target230 Left pop bumper · 9 Left pop bumper231 Right pop bumper · 10 Right pop bumper232 Bottom pop bumper · 11 Bottom pop bumper33 Center lock bottom334 Center lock top · 3 Center lock magnet · 21 Kickback 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 orbit383 Left flipper end-of-stroke · 15 Left flipper · 0 General illumination381 Right flipper end-of-stroke · 16 Right flipper · 0 General illumination7 Vengeance super-speed kickback212 Upper-right flipper · 0 General illumination17 Asteroid left flasher18 Asteroid right flasher19 Left ramp top flasher220 Right ramp top flasher · 67 BEAM ME (UP)22 Laser projector motor25 Pop bumper flasher26 Warp ramp entrance flasher27 Center three-bank flasher28 Right ramp flasher30 Upper-right flipper flasher31 Vengeance ship flasher32 Bottom spot left flasher4 (T)REK5 T(R)EK7 TR(E)K8 TRE(K)9 Prime Directive10 Space Jump11 Save the Enterprise12 Captain's Chair13 Shoot Again14 Destroy the Drill15 Klingon Battle16 Nero17 Status 1 bottom18 Status 219 Status 320 Status 421 Status 522 Status 623 Status 724 Status 8 top325 Left orbit emblem red · 33 Left orbit emblem green · 41 Left orbit emblem blue326 Left ramp emblem red · 34 Left ramp emblem green · 42 Left ramp emblem blue327 Right orbit emblem red · 35 Right orbit emblem green · 43 Right orbit emblem blue328 Right ramp emblem red · 36 Right ramp emblem green · 44 Right ramp emblem blue329 Left eject emblem red · 37 Left eject emblem green · 45 Left eject emblem blue330 Center lane emblem red · 38 Center lane emblem green · 46 Center lane emblem blue32 Left orbit Enterprise arrow40 Left 2-bank bottom48 Left 2-bank top49 Left ramp Enterprise arrow50 Red target 151 Mission start52 Left eject lock53 Center 3-bank bottom54 Center 3-bank center55 Center 3-bank top56 Left eject Enterprise arrow57 Red target 259 Red target 360 Red target 461 Black hole arrow62 Center lane Enterprise arrow63 Center lane lock64 Extra ball65 (BEAM) ME UP66 BEAM (ME) UP68 Red target 569 Red target 670 Right ramp Enterprise arrow71 Right orbit Enterprise arrow72 Away team73 Special74 Right 3-bank top75 Right 3-bank center76 Right 3-bank bottom80 Right-side blue playfield spotlight0 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 playfield101
  • sensorsenses the ball48
  • effectmoves the ball16
  • nStackseveral devices in one spot22
148 devices shown

Not on the playfield33 unused, 20 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
Unused matrix switch 53
switch.unused-matrix-switch-53
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
flipper.lower-right.button
validated
83
Left flipper end-of-strokeNC
Leaf
switch.left-flipper-end-of-stroke
validated
84
Left flipper button
Button
switch.left-flipper-button
flipper.lower-left.button
validated
85
Unused dedicated switch D16
switch.unused-dedicated-switch-d16
validated
86
Upper-right flipper button
Button
switch.upper-right-flipper-button
flipper.upper-right.button
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

18
18 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

Flashers

14
14 shown
# Name Device ID 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

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 Kind Role Wiring Evidence
1
Unused lamp channel 1
lamp.unused-1 Lamp
I/O Power Driver board lamp matrix
validated
2
Unused lamp channel 2
lamp.unused-2 Lamp
I/O Power Driver board lamp matrix
validated
3
Fire button
lamp.fire-button Lamp
cabinet.lighting
I/O Power Driver board lamp matrix
validated
4
(T)REK
lamp.t-rek Lamp
I/O Power Driver board lamp matrix
validated
5
T(R)EK
lamp.t-r-ek Lamp
I/O Power Driver board lamp matrix
validated
6
Unused lamp channel 6
lamp.unused-6 Lamp
I/O Power Driver board lamp matrix
validated
7
TR(E)K
lamp.tr-e-k Lamp
I/O Power Driver board lamp matrix
validated
8
TRE(K)
lamp.tre-k Lamp
I/O Power Driver board lamp matrix
validated
9
Prime Directive
lamp.prime-directive Lamp
I/O Power Driver board lamp matrix
validated
10
Space Jump
lamp.space-jump Lamp
I/O Power Driver board lamp matrix
validated
11
Save the Enterprise
lamp.save-the-enterprise Lamp
I/O Power Driver board lamp matrix
validated
12
Captain's Chair
lamp.captain-s-chair Lamp
I/O Power Driver board lamp matrix
validated
13
Shoot Again
lamp.shoot-again Lamp
I/O Power Driver board lamp matrix
validated
14
Destroy the Drill
lamp.destroy-the-drill Lamp
I/O Power Driver board lamp matrix
validated
15
Klingon Battle
lamp.klingon-battle Lamp
I/O Power Driver board lamp matrix
validated
16
Nero
lamp.nero Lamp
I/O Power Driver board lamp matrix
validated
17
Status 1 bottom
lamp.status-1-bottom Lamp
I/O Power Driver board lamp matrix
validated
18
Status 2
lamp.status-2 Lamp
I/O Power Driver board lamp matrix
validated
19
Status 3
lamp.status-3 Lamp
I/O Power Driver board lamp matrix
validated
20
Status 4
lamp.status-4 Lamp
I/O Power Driver board lamp matrix
validated
21
Status 5
lamp.status-5 Lamp
I/O Power Driver board lamp matrix
validated
22
Status 6
lamp.status-6 Lamp
I/O Power Driver board lamp matrix
validated
23
Status 7
lamp.status-7 Lamp
I/O Power Driver board lamp matrix
validated
24
Status 8 top
lamp.status-8-top Lamp
I/O Power Driver board lamp matrix
validated
25
Left orbit emblem red
lamp.left-orbit-emblem-red RGB lamp
I/O Power Driver board lamp matrix
validated
26
Left ramp emblem red
lamp.left-ramp-emblem-red RGB lamp
I/O Power Driver board lamp matrix
validated
27
Right orbit emblem red
lamp.right-orbit-emblem-red RGB lamp
I/O Power Driver board lamp matrix
validated
28
Right ramp emblem red
lamp.right-ramp-emblem-red RGB lamp
I/O Power Driver board lamp matrix
validated
29
Left eject emblem red
lamp.left-eject-emblem-red RGB lamp
I/O Power Driver board lamp matrix
validated
30
Center lane emblem red
lamp.center-lane-emblem-red RGB lamp
I/O Power Driver board lamp matrix
validated
31
Unused lamp channel 31
lamp.unused-31 Lamp
I/O Power Driver board lamp matrix
validated
32
Left orbit Enterprise arrow
lamp.left-orbit-enterprise-arrow Lamp
I/O Power Driver board lamp matrix
validated
33
Left orbit emblem green
lamp.left-orbit-emblem-green RGB lamp
I/O Power Driver board lamp matrix
validated
34
Left ramp emblem green
lamp.left-ramp-emblem-green RGB lamp
I/O Power Driver board lamp matrix
validated
35
Right orbit emblem green
lamp.right-orbit-emblem-green RGB lamp
I/O Power Driver board lamp matrix
validated
36
Right ramp emblem green
lamp.right-ramp-emblem-green RGB lamp
I/O Power Driver board lamp matrix
validated
37
Left eject emblem green
lamp.left-eject-emblem-green RGB lamp
I/O Power Driver board lamp matrix
validated
38
Center lane emblem green
lamp.center-lane-emblem-green RGB lamp
I/O Power Driver board lamp matrix
validated
39
Unused lamp channel 39
lamp.unused-39 Lamp
I/O Power Driver board lamp matrix
validated
40
Left 2-bank bottom
lamp.left-2-bank-bottom Lamp
I/O Power Driver board lamp matrix
validated
41
Left orbit emblem blue
lamp.left-orbit-emblem-blue RGB lamp
I/O Power Driver board lamp matrix
validated
42
Left ramp emblem blue
lamp.left-ramp-emblem-blue RGB lamp
I/O Power Driver board lamp matrix
validated
43
Right orbit emblem blue
lamp.right-orbit-emblem-blue RGB lamp
I/O Power Driver board lamp matrix
validated
44
Right ramp emblem blue
lamp.right-ramp-emblem-blue RGB lamp
I/O Power Driver board lamp matrix
validated
45
Left eject emblem blue
lamp.left-eject-emblem-blue RGB lamp
I/O Power Driver board lamp matrix
validated
46
Center lane emblem blue
lamp.center-lane-emblem-blue RGB lamp
I/O Power Driver board lamp matrix
validated
47
Unused lamp channel 47
lamp.unused-47 Lamp
I/O Power Driver board lamp matrix
validated
48
Left 2-bank top
lamp.left-2-bank-top Lamp
I/O Power Driver board lamp matrix
validated
49
Left ramp Enterprise arrow
lamp.left-ramp-enterprise-arrow Lamp
I/O Power Driver board lamp matrix
validated
50
Red target 1
lamp.red-target-1 Lamp
I/O Power Driver board lamp matrix
validated
51
Mission start
lamp.mission-start Lamp
I/O Power Driver board lamp matrix
validated
52
Left eject lock
lamp.left-eject-lock Lamp
I/O Power Driver board lamp matrix
validated
53
Center 3-bank bottom
lamp.center-3-bank-bottom Lamp
I/O Power Driver board lamp matrix
validated
54
Center 3-bank center
lamp.center-3-bank-center Lamp
I/O Power Driver board lamp matrix
validated
55
Center 3-bank top
lamp.center-3-bank-top Lamp
I/O Power Driver board lamp matrix
validated
56
Left eject Enterprise arrow
lamp.left-eject-enterprise-arrow Lamp
I/O Power Driver board lamp matrix
validated
57
Red target 2
lamp.red-target-2 Lamp
I/O Power Driver board lamp matrix
validated
58
Unused lamp channel 58
lamp.unused-58 Lamp
I/O Power Driver board lamp matrix
validated
59
Red target 3
lamp.red-target-3 Lamp
I/O Power Driver board lamp matrix
validated
60
Red target 4
lamp.red-target-4 Lamp
I/O Power Driver board lamp matrix
validated
61
Black hole arrow
lamp.black-hole-arrow Lamp
I/O Power Driver board lamp matrix
validated
62
Center lane Enterprise arrow
lamp.center-lane-enterprise-arrow Lamp
I/O Power Driver board lamp matrix
validated
63
Center lane lock
lamp.center-lane-lock Lamp
I/O Power Driver board lamp matrix
validated
64
Extra ball
lamp.extra-ball Lamp
I/O Power Driver board lamp matrix
validated
65
(BEAM) ME UP
lamp.beam-me-up-65 Lamp
I/O Power Driver board lamp matrix
validated
66
BEAM (ME) UP
lamp.beam-me-up-66 Lamp
I/O Power Driver board lamp matrix
validated
67
BEAM ME (UP)
lamp.beam-me-up-67 Lamp
I/O Power Driver board lamp matrix
validated
68
Red target 5
lamp.red-target-5 Lamp
I/O Power Driver board lamp matrix
validated
69
Red target 6
lamp.red-target-6 Lamp
I/O Power Driver board lamp matrix
validated
70
Right ramp Enterprise arrow
lamp.right-ramp-enterprise-arrow Lamp
I/O Power Driver board lamp matrix
validated
71
Right orbit Enterprise arrow
lamp.right-orbit-enterprise-arrow Lamp
I/O Power Driver board lamp matrix
validated
72
Away team
lamp.away-team Lamp
I/O Power Driver board lamp matrix
validated
73
Special
lamp.special Lamp
I/O Power Driver board lamp matrix
validated
74
Right 3-bank top
lamp.right-3-bank-top Lamp
I/O Power Driver board lamp matrix
validated
75
Right 3-bank center
lamp.right-3-bank-center Lamp
I/O Power Driver board lamp matrix
validated
76
Right 3-bank bottom
lamp.right-3-bank-bottom Lamp
I/O Power Driver board lamp matrix
validated
77
Unused lamp channel 77
lamp.unused-77 Lamp
I/O Power Driver board lamp matrix
validated
78
Unused lamp channel 78
lamp.unused-78 Lamp
I/O Power Driver board lamp matrix
validated
79
Unused lamp channel 79
lamp.unused-79 Lamp
I/O Power Driver board lamp matrix
validated
80
Right-side blue playfield spotlight
lamp.right-side-blue-playfield-spotlight Lamp
I/O Power Driver board lamp matrix
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 switches 18-21 from left to right plus jam opto 22 on the ejection path. The exact Pro table creates four balls on 18-21 and output 1 ejects the rightmost ball, but it does not model switch 22; the manual requires the downstream jam sensor.

Auto launcher

mechanism.auto-launcher

Kicker

Output 2 launches a ball held at shooter-lane switch 23. The proven Pro table uses direction 40 degrees, base power 40, random variation 0.3, and a 0.6 second full-plunge time.

Left eject

mechanism.left-eject

Kicker

Switch 10 remains active while a ball is captured. Output 6 ejects it at 184 degrees with force 22, Z velocity 55, and angle/force variation 2 in the proven table.

Drives
Senses

Center magnet lock

mechanism.center-lock

Toy

Output 3 controls the center lock magnet. The proven table models a radius-55 grab field with centered capture and uses optos 33/34 for the bottom/top lock positions.

Passive Vengeance bash toy and kickback

mechanism.vengeance

Toy

The Pro ship is a passive bash/shake toy above the center target, not the Premium/LE motorized dive assembly. A hit on switch 11 drops the target and shakes the ship. While output 7 is enabled, the Vengeance kicker returns a captured ball at 175 degrees and force 40. Do not add the Premium actuator, latch, crash opto, orbit gates, rotating VUK, or bottom-drain kickback.

Three flippers

mechanism.flippers

Other

Physical outputs 15/16 drive the lower left/right flippers from dedicated buttons 84/82 and normally-closed EOS contacts 83/81. Physical output 12 and public D15 switch 86 operate the upper-right flipper. The proven legacy VPX table instead couples the visual upper flipper to output 16 and writes public switch 90; that is a table simplification, not the service wiring.

Spinner

mechanism.spinner

Other

Each full spinner rotation pulses switch 12; there is no controller-facing actuator.

Senses

Laser projector

mechanism.laser

Motorized

Output 22 drives the unsensed playfield laser-projector motor.

Optional shaker

mechanism.optional-shaker

Motorized

Output 8 drives the optional cabinet shaker; an author may omit the physical accessory while retaining the controller binding.

Recreation notes

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

Coverage
author-ready - physical inventory, public PinMAME bindings, lamp semantics, mechanisms, edition differences, and spatial placements validated

Identity and evidence precedence

This definition covers all non-h Star Trek drivers: st_120, st_130, st_140, st_150, st_160, st_161, st_161c, st_162, and st_162c. PinMAME declares them as clones of an h firmware root for software lineage, while this separate definition describes the physically different Pro playfield they run. The extracted working Pro table runs st_161 and is ground truth for playfield controller causality, ball state, device behavior, and lamp-object bindings. The official Pro manual governs the physical inventory, service wiring, and diagnostic numbering. Pinned PinMAME and sam.vbs govern public address serialization and the native 128x32 four-bit DMD.

Controller topology and edition boundary

The Pro uses main solenoid outputs 1-32, the ordinary lamp matrix at public addresses 1-80, aggregate GI 0, matrix switches 1-64, dedicated switches D1-D24, and eight board DIP switches. It does not have the Premium/LE 12-transistor auxiliary board, four RGB node boards, motorized Vengeance dive/latch, switch 53 crash opto, output 51/52 orbit gates, output 53 ship actuator, output 54 drain kickback, output 55 rotating VUK, or output 56 ship latch. Manual PDF pages 68-70 describe Premium/LE RGB lamps and page 117 explicitly identifies the auxiliary board as LE-only; neither is part of this Pro definition.

Switch inventory and ball state

The four-ball trough occupies switches 18-21 from left to right and jam opto 22 is downstream on the ejection path. The exact Pro table creates four balls on 18-21 and output 1 ejects the ball at switch 21, but it does not model manual-required switch 22. Shooter lane is 23 and output 2 is the auto launcher. Switches 33/34 are bottom/top center-lock optos. Ramp optos are warp entrance/exit 13/36, left entrance/exit 14/35, and right entrance/exit 37/38. Orbits are right 51 and left 52. Pops are left/right/bottom 30/31/32, center bank top/center/bottom 39/40/41, left bank top/bottom 42/43, and the six red targets are 45-50. Switch 53 is unused on Pro.

The dedicated controls use public PinMAME addresses rather than the manual's D labels: fire is 71/D7; lower-left button/EOS are 84/D9 and 83/D10; lower-right are 82/D11 and 81/D12; upper-right button is 86/D15. EOS contacts 83 and 81 are normally closed. Cabinet tilt/service inputs use PinMAME's negative and zero public values as recorded in the JSON.

Lamp matrix

All 80 public lamp callbacks are explicit. Physical unused channels are 1, 2, 6, 31, 39, 47, 58, and 77-79. Lamps 25-30, 33-38, and 41-46 are the red, green, and blue channels for six physical emblems: left orbit, left ramp, right orbit, right ramp, left eject, and center lane. Every used playfield lamp has a normalized placement from the exact Pro table; the six RGB emblems intentionally co-locate their three controller channels at one physical module. The remaining inserts are named from the working table and playfield artwork, including the four TREK letters at 4/5/7/8, status ladder 17-24, six red-target inserts at 50/57/59/60/68/69, six Enterprise arrows, the banks, missions, locks, and awards. Address 80 is the right-side blue playfield spotlight represented by table objects l80/f80. Script-only visual aliases 119, 120, 129, and 131 are driven from solenoids and are not physical/public lamp addresses, so they are intentionally excluded.

Spatial coordinate model

Every playfield input, actuator, flasher, lamp, and table-authored GI reference emitter uses player-view normalized coordinates: x=0 left, x=1 right, y=0 rear/backglass end, and y=1 apron. The exact 952 by 2300 working Pro table is the sole coordinate frame. Its script remains controller-causality ground truth, while the official manual establishes physical inventory. Manual pages 67 and 71 are explicitly LE/Premium switch/lamp drawings, pages 68-70 are Premium/LE RGB material, and page 150 is explicitly LE GI; none is used as Pro physical-location evidence. Page 74 is the shared main Q-output map and supplies drawing projections for outputs without defensible physical VPX objects; the below-apron Q22 laser coordinate is explicitly regional rather than calibrated.

The hidden trough switches 18-21 are the only geometry imported from another table. That table's switch 18 is its drain; its four ball positions 19-22 are translated into the Pro frame and mapped in order to Pro 18-21 by aligning its switch-22 trough-out with Pro BallRelease. The manual-required Pro jam opto 22 is absent from the exact Pro table and therefore receives a disclosed approximate marker between BallRelease and shooter-lane switch 23. Slingshot sensors/coils and lower-flipper EOS contacts use disclosed assembly projections. Cabinet, service, DIP, unused, optional cabinet hardware, and virtual devices never receive fake playfield points.

Pro GI is deliberately not the Premium/LE 41-emitter inventory. The known-working Pro table drives exactly 18 objects in its GILighting collection, and those centers preserve the table's authoring-light design. They are not a manual-verified count of physical sockets: three gilight objects illuminate flipper-pivot regions and may be render abstractions. Aggregate GI_Light/GI_LightOff, bloom objects, flashers, and the LE-only manual page-150 drawing are excluded. Manual page 74 likewise proves Q25 is one physical pop-bumper flasher point rather than three.

Center target, lock, and Vengeance

The single center memory target reports switch 11; output 4 raises it and output 5 lowers it. A direct hit drops it, shakes the passive Vengeance toy, and can release a held ball when it rises. Output 3 controls the center magnet; the proven table uses a radius-55 centered grab field and optos 33/34 track the lock path. The Pro Vengeance is a bash toy with output 7 as its super-speed ball return. When enabled, the table kicks at 175 degrees and force 40. Do not reproduce the Premium/LE motor, latch, crash sensor, or dive state machine on this edition.

Ball devices and standard mechanisms

Left eject switch 10 remains active while occupied; output 6 ejects at 184 degrees, force 22, Z 55, with variation 2 in the proven table. Auto-launch output 2 uses direction 40 degrees, power 40, random variation 0.3, and a 0.6-second full-plunge time. The spinner pulses switch 12. Outputs 9-11 drive the three pops, 13/14 the slings, 15/16 the lower flippers, and 12 the upper-right flipper. Output 22 drives the unsensed laser projector. Outputs 17-21, 23, and 25-32 are named flashers; output 8 is the optional shaker and output 24 the optional coin meter.

The complete target inventory is three BEAM ME UP standups at 1/2/4, four TREK standups at 24/25/28/29, the right three-bank at 7-9, center three-bank at 39-41, left two-bank at 42/43, and six red standups at 45-50. The ramp/orbit sensor pairings and all corresponding insert/arrow addresses are encoded in the JSON mechanisms and outputs.

Resolved upper-right flipper discrepancy

The legacy Pro table writes public switch 90 and visually couples the upper-right flipper to lower-right output 16. The service manual's dedicated-input table, coil chart, and PinMAME sam.vbs agree that the physical machine instead uses public switch 86/D15 and output 12. This definition therefore uses 86/12 and preserves the table discrepancy here as a portability warning. The rest of the table remains the proven behavioral source; this narrow exception is resolved by concordant physical and controller documentation rather than guessed.

Recreation checklist

  • Create four trough balls on switches 18-21, add the physical jam opto 22 on the ejection path even though the exact Pro table omits it, and bind shooter lane 23.
  • Implement all main outputs 1-32, standard lamps 1-80, GI 0, the native 128x32 DMD, every matrix/dedicated input, and optional shaker/coin-meter hardware.
  • Build the center memory target, center magnet and two lock optos, passive Vengeance bash/kickback, left eject, auto launcher, laser, three physical flippers, pops, slings, spinner, every target bank, and all ramp/orbit paths.
  • Do not add Premium/LE auxiliary outputs, node-board lamps, switch 53, rotating VUK, controlled orbit gates, bottom-drain kickback, or motorized Vengeance hardware.
  • Use the proven table's angle, force, timing, capture, and state-transition values as authoring baselines while using the manual for physical placement and wiring.
  • Bind the upper-right flipper to physical public switch 86 and output 12; treat the table's 90/16 coupling only as a documented legacy-table simplification.

Sources

  • manual.star-trek-pro: official Stern Star-Trek-Pro-Manual.pdf, SHA-256 23cb9e6683d7b357ada48678a8e157a8b64102ea012821c350a3f033fae66b28; shared Pro switch inventory on PDF page 66, main coil chart/location map on pages 73-74, GI/DMD/switch wiring context on page 116, LE-only auxiliary board exclusion on page 117, and opto boards on pages 151-154. Pages 67-71 and 150 are edition-specific Premium/LE location or lighting material and are not Pro physical-location evidence.
  • vpx.star-trek-pro-fss: extracted working Star Trek Pro (Stern 2013)-[D&N][FSS][DMD].vbs, SHA-256 abc5dbb6ead12f16886143a50cfd2534c9baf855b070924dd7d82e404b4d69bf; runs st_161 and supplies initialization, switch handlers, outputs, lamps, and mechanism behavior.
  • vpx-table.star-trek-pro-fss: archived VPX, SHA-256 2976e3313a6fa1ee6f26709d515661b81ade8f01894a847b907a5e608e5bb9e7; containing archive SHA-256 eaa577d4514b4945f6d98195a161c3de59d67c61f2b4d75e4c99169c9b6c1a34; lamp objects and artwork were inspected read-only.
  • vpx-table.star-trek-enterprise-le-geometry: exact Star Trek Enterprise Limited Edition (Stern 2012).vpx, SHA-256 46e4642ebcfcbedc59c3cf950b92ccc0dcc68818752110004c4164cb1d54cc8e; used only to recover the hidden trough chain by local registration to the shared Pro trough-out anchor.
  • runtime.star-trek-pro.boot-start: exact st_161c LibPinMAME run, SHA-256 a8404eca7535f40ade66f652a94b3923d3d46c7c23315a38d554e475170656e7; ROM archive SHA-256 f42dc29347fa2d8f9e2abff7b1ec958507d73e4c658a946c2fd5f3d290b557c0 remains external.
  • pinmame.core.4ec52ff0ac13: pinned SAM driver, switch serialization, dedicated-input constants, and display implementation.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
st_162cStar Trek (Stern) (V1.62) (Colored MOD)
Colored-ROM modification only; physical I/O and mechanisms are unchanged.
2018st_162hidentical
st_162Star Trek (Stern) (V1.62)
Firmware revision within this physical edition; playfield I/O and mechanisms are unchanged.
2018st_162hidentical
st_161cStar Trek (Stern) (V1.61) (Colored MOD)
Colored-ROM modification only; physical I/O and mechanisms are unchanged.
2015st_162hidentical
st_161Star Trek (Stern) (V1.61)
Firmware revision within this physical edition; playfield I/O and mechanisms are unchanged.
2015st_162hidentical
st_160Star Trek (Stern) (V1.6)
Firmware revision within this physical edition; playfield I/O and mechanisms are unchanged.
2015st_162hidentical
st_150Star Trek (Stern) (V1.5)
Firmware revision within this physical edition; playfield I/O and mechanisms are unchanged.
2014st_162hidentical
st_140Star Trek (Stern) (V1.4)
Firmware revision within this physical edition; playfield I/O and mechanisms are unchanged.
2013st_162hidentical
st_130Star Trek (Stern) (V1.3)
Firmware revision within this physical edition; playfield I/O and mechanisms are unchanged.
2013st_162hidentical

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-pro

    Star-Trek-Pro-Manual.pdf: shared switch inventory on PDF page 66; pages 67 and 71 are LE/Premium location drawings and pages 68-70 are Premium/LE RGB lamp material excluded from the Pro inventory; main coil chart and shared Pro/LE physical coil map on pages 73-74; GI/DMD/switch wiring context on page 116 retained; LE-only auxiliary board page 117 and LE GI page 150 excluded; opto boards on pages 151-154, including LE-only switch 53 exclusion

    by
    Stern Pinball
    sha256
    23cb9e6683d7…
  • VPX script

    vpx.star-trek-pro-fss

    Star Trek Pro (Stern 2013)-[D&N][FSS][DMD].vbs extracted from the archived table; game st_161, initialization, switch handlers, solenoid callbacks, lamp timer, explicit GILighting collection behavior, and mechanism behavior

    local-evidence://vpx-script/star-trek-pro-fss
    by
    Table authors credited by the archived table
    sha256
    abc5dbb6ead1…
  • VPX table

    vpx-table.star-trek-pro-fss

    Visual Pinball [VPXx] PinMame Tables [Full Single Screen]/Star Trek Pro (Stern 2013)-[D_N][FSS][DMD].zip; archive SHA-256 eaa577d4514b4945f6d98195a161c3de59d67c61f2b4d75e4c99169c9b6c1a34; exact 952 by 2300 game-item geometry, collections, and physical lamp objects extracted read-only with vpxtool git:v0.33.3

    by
    Table authors credited by the archived table
    sha256
    2976e3313a6f…
  • Runtime run

    runtime.star-trek-pro.boot-start

    Exact st_161c boot/start scenario with switches 18-21 initialized, four coin pulses, and start; ROM archive SHA-256 f42dc29347fa2d8f9e2abff7b1ec958507d73e4c658a946c2fd5f3d290b557c0

    external:pinmame-game-code/st_161c/harness/boot-start-pro.json
    by
    Generated locally with LibPinMAME from the user-authorized ROM corpus; ROM bytes remain external
    rev
    4ec52ff0ac13
    sha256
    a8404eca7535…
  • PinMAME source

    BSD-3-Clause

    pinmame.core.4ec52ff0ac13

    src/wpc/sam.c Star Trek INITGAME and driver family; src/wpc/core.c SAM switch serialization; vpinball/scripts/sam.vbs dedicated-switch constants. The four-node and auxiliary output topology is LE-only and is excluded from the Pro physical definition.

    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-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. Used only for hidden trough-ball geometry: its drain is switch 18 and its four ball positions are switches 19-22, which are translated and mapped in order to physical Pro switches 18-21 by aligning the table's switch-22 trough-out with Pro BallRelease; no coordinate from its 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