The Sopranos

Partial
Completion94%

Stern2005WHITESTARstern.the-sopranos.2005 Updated 2026-10-09

Wire it up

what an authoring tool needs first
Bind this ROM
sopranos

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

Controller platform
pinmame.whitestar

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
-3–88 (76)
Solenoids
1–50 (50)
Lamps
1–80 (80)
GI
0–0 (1)
DIP
1–8 (8)

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

Ball positions at start
114-Ball Trough 1 (Left)124-Ball Trough 2134-Ball Trough 3144-Ball Trough VUK Opto16Shooter Lane17Left Eject19Bing 120Bing 222Center Lock 123Center Lock 228Center Eject31Boat Lock 132Boat Lock 2

Create balls on these switches so the ROM finds a full trough at boot.

Cabinet & flipper inputs
81flipper.lower.right.eos82flipper.lower.right.button83flipper.lower.left.eos84flipper.lower.left.button-3cabinet.memory-protect1cabinet.uk-button-left2cabinet.coin.fourth3cabinet.coin.sixth4cabinet.coin.right5cabinet.coin.center6cabinet.coin.left7cabinet.coin.fifth8cabinet.uk-button-right53cabinet.slam-tilt

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

Playfield

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

Playfield map

178 placements · 21 stacked · normalised player view · outline is nominal

9 Left Ramp310 Safe Limit · 8 Safe · 30 Safe Latch611 4-Ball Trough 1 (Left) · 12 4-Ball Trough 2 · 13 4-Ball Trough 3 · 14 4-Ball Trough VUK Opto · 15 4-Ball Stacking Opto · 1 Trough Up-Kicker216 Shooter Lane · 2 Auto Launch217 Left Eject · 21 Left Eject18 Left Orbit19 Bing 1220 Bing 2 · 18 Bada Bing! Motor Relay21 Safe Hit Left22 Center Lock 123 Center Lock 224 Safe Hit Right25 Right Ramp326 Drop Target · 7 1-Bank Trip · 14 1-Bank Reset227 Spinner · 42 Center Arrow228 Center Eject · 3 Center Eject229 Right Ramp Exit · 58 Right Orbit Arrow231 Boat Lock 1 · 22 Boat Lock Post32 Boat Lock 233 Right Orbit34 Left Standup35 Center Standup36 Right 2-Bank Top37 Right 2-Bank Bottom38 Left Top Lane39 Middle Top Lane40 Right Top Lane349 Left Bumper · 9 Left Bumper · 29 Bumper Flashers (X2)250 Right Bumper · 10 Right Bumper351 Bottom Bumper · 11 Bottom Bumper · 29 Bumper Flashers (X2)57 Left Outlane58 Left Return Lane259 Left Slingshot · 12 Left Slingshot60 Right Outlane61 Right Return Lane262 Right Slingshot · 13 Right Slingshot281 Right Flipper End-of-Stroke · 46 Right Flipper283 Left Flipper End-of-Stroke · 48 Left Flipper4 Center Lock Post5 Left Control Gate6 Right Control Gate317 Fish Jaw · 25 Fish Flasher · 0 General Illumination Relay19 Super Jackpot Flasher20 Safe Flasher23 Bing Lock Post226 Back Flashers (X3) · 0 General Illumination Relay227 Left Sling Flasher · 0 General Illumination Relay228 Right Sling Flasher · 0 General Illumination Relay31 Playfield Left and Right Flashers (X2)32 Truck Flashers (X2)32 Truck Flashers (X2)33 UK Left Up/Down Post (Left Outlane Ball Deflector)34 UK Center Up/Down Post35 UK Right Up/Down Post (Right Outlane Ball Deflector)1 Ranks: Associate2 Ranks: Soldier3 Ranks: Good Earner4 Ranks: Acting Capo5 Ranks: Capo6 Ranks: Consigliere7 Ranks: Under Boss8 Ranks: Boss9 Boss: Food10 Boss: Truck Heist11 Boss: Bada Bing12 Boss: Episodes13 Boss: Safe14 Boss: RIP15 Boss: Super Jackpot16 Boss: Meadowlands17 FISH 'F' (Left Outlane)18 FISH 'I' (Left Return Lane)19 FISH 'S' (Right Return Lane)20 FISH 'H' (Right Outlane)21 Pork Store Standup22 Light Standup23 Fish24 The Stugots25 Left Truck Heist 1 (Bottom)26 Left Truck Heist 227 Left Truck Heist 328 Left Orbit Food29 Left Orbit Envelope30 Left Orbit Arrow31 Bada Bing 1 (Bottom)32 Bada Bing 233 Bada Bing 334 Left Ramp Food35 Left Ramp Envelope36 Left Ramp Arrow37 Start Episode38 Pork Store39 Special40 Extra Ball41 Advance Rank43 Light Lock44 Lock 145 Lock 246 Jackpot47 Meadowlands 148 Meadowlands 249 Meadowlands 350 Right Ramp Food51 Right Ramp Envelope52 Right Ramp Arrow53 Right Truck Heist 1 (Bottom)54 Right Truck Heist 255 Right Truck Heist 356 Right Orbit Food57 Right Orbit Envelope59 R.I.P. 'R' (Left Top Lane)60 R.I.P. 'I' (Middle Top Lane)61 R.I.P. 'P' (Right Top Lane)73 Episodes: Arson74 Episodes: Exterminate75 Episodes: Horse Race76 Episodes: Exec. Game77 Episodes: Satisfaction78 Shoot Again0 General Illumination Relay0 General Illumination Relay0 General Illumination Relay0 General Illumination Relay0 General Illumination Relay0 General Illumination Relay0 General Illumination Relay0 General Illumination Relay0 General Illumination Relay0 General Illumination Relay0 General Illumination Relay0 General Illumination Relay0 General Illumination Relay0 General Illumination Relay0 General Illumination Relay0 General Illumination Relay0 General Illumination Relay0 General Illumination Relay0 General Illumination Relay0 General Illumination Relay0 General Illumination Relay0 General Illumination Relay0 General Illumination Relay0 General Illumination Relay0 General Illumination Relay0 General Illumination Relay0 General Illumination Relay0 General Illumination Relay0 General Illumination Relay

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 playfield111
  • sensorsenses the ball42
  • effectmoves the ball25
  • nStackseveral devices in one spot21
144 devices shown

Not on the playfield30 cabinet or service, 19 unused, 15 virtual, 8 dip switch — declared rather than missing.

Coverage

Partial

Real evidence exists, but authoring requirements are still missing or in conflict. Verify before shipping a table.

Completion94%

Progress is derived from the fixed author-readiness requirements. It helps rank unfinished work, but only a 100% author-ready definition passes the publication gate.

Catalog Identity
validated
Address Enumeration
validated
Semantic Naming
validated
Physical Wiring
validated
Mechanisms
validated
Variant Coverage
validated
Recreation Knowledge
validated
Still missing · 1
Spatial Placement

Switches

The addresses PinMAME reports as closed. Numbers are the public API values, not matrix hardware pins.

76 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-3, -2, -1, 0 — dedicated, diagnostic or flipper-column addresses. See the table below.

76 shown
# Name Device ID Role Wiring Evidence
-3
Coin Door Memory Protect
Microswitch
switch.n3-coin-door-memory-protect
cabinet.memory-protect
CN6-P12BLK-RED
Whitestar CPU/Sound board memory-protect input
validated
-2
Volume / Service Left (Red)
Button
switch.n2-volume-service-left-red
service.left
CN6-P8GRY-BLU
CN6-P1/-P11BLK
Whitestar CPU/Sound board dedicated-switch input
validated
-1
Service Credit / Service Right (Green)
Button
switch.n1-service-credit-service-right-green
service.right
CN6-P9GRY-VIO
CN6-P1/-P11BLK
Whitestar CPU/Sound board dedicated-switch input
validated
0
Begin Test / Service Enter (Black)
Button
switch.0-begin-test-service-enter-black
service.enter
CN6-P10GRY-BLK
CN6-P1/-P11BLK
Whitestar CPU/Sound board dedicated-switch input
validated
1
Left Cabinet Button (UK Only)opt
Button
switch.1-left-cabinet-button-uk-only
cabinet.uk-button-left
CN5-P1GRN-BRN
CN7-P9WHT-BRN
Whitestar CPU/Sound board switch matrix
validated
2
4th Coin Slotopt
Other
switch.2-4th-coin-slot
cabinet.coin.fourth
CN5-P1GRN-BRN
CN7-P8WHT-RED
Whitestar CPU/Sound board switch matrix
validated
3
6th Coin Slotopt
Other
switch.3-6th-coin-slot
cabinet.coin.sixth
CN5-P1GRN-BRN
CN7-P7WHT-ORG
Whitestar CPU/Sound board switch matrix
validated
4
Right Coin Slot
Other
switch.4-right-coin-slot
cabinet.coin.right
CN5-P1GRN-BRN
CN7-P6WHT-YEL
Whitestar CPU/Sound board switch matrix
validated
5
Center Coin Slot / DBA
Other
switch.5-center-coin-slot-dba
cabinet.coin.center
CN5-P1GRN-BRN
CN7-P5WHT-GRN
Whitestar CPU/Sound board switch matrix
validated
6
Left Coin Slot
Other
switch.6-left-coin-slot
cabinet.coin.left
CN5-P1GRN-BRN
CN7-P3WHT-BLU
Whitestar CPU/Sound board switch matrix
validated
7
5th Coin Slotopt
Other
switch.7-5th-coin-slot
cabinet.coin.fifth
CN5-P1GRN-BRN
CN7-P2WHT-VIO
Whitestar CPU/Sound board switch matrix
validated
8
Right Cabinet Button (UK Only)opt
Button
switch.8-right-cabinet-button-uk-only
cabinet.uk-button-right
CN5-P1GRN-BRN
CN7-P1WHT-GRY
Whitestar CPU/Sound board switch matrix
validated
9
Left Ramp
Microswitch
switch.9-left-ramp
ball.path
CN5-P3GRN-RED
CN7-P9WHT-BRN
Whitestar CPU/Sound board switch matrix
validated
10
Safe Limit
Microswitch
switch.10-safe-limit
position.limit
CN5-P3GRN-RED
CN7-P8WHT-RED
Whitestar CPU/Sound board switch matrix
validated
11
4-Ball Trough 1 (Left)
Microswitch
switch.11-4-ball-trough-1-left
ball.position
CN5-P3GRN-RED
CN7-P7WHT-ORG
Whitestar CPU/Sound board switch matrix
validated
12
4-Ball Trough 2
Microswitch
switch.12-4-ball-trough-2
ball.position
CN5-P3GRN-RED
CN7-P6WHT-YEL
Whitestar CPU/Sound board switch matrix
validated
13
4-Ball Trough 3
Microswitch
switch.13-4-ball-trough-3
ball.position
CN5-P3GRN-RED
CN7-P5WHT-GRN
Whitestar CPU/Sound board switch matrix
validated
14
4-Ball Trough VUK Opto
Opto
switch.14-4-ball-trough-vuk-opto
ball.position
CN5-P3GRN-RED
CN7-P3WHT-BLU
Whitestar CPU/Sound board switch matrix
validated
15
4-Ball Stacking Opto
Opto
switch.15-4-ball-stacking-opto
ball.path
CN5-P3GRN-RED
CN7-P2WHT-VIO
Whitestar CPU/Sound board switch matrix
validated
16
Shooter Lane
Microswitch
switch.16-shooter-lane
ball.position
CN5-P3GRN-RED
CN7-P1WHT-GRY
Whitestar CPU/Sound board switch matrix
validated
17
Left Eject
Microswitch
switch.17-left-eject
ball.position
CN5-P4GRN-ORG
CN7-P9WHT-BRN
Whitestar CPU/Sound board switch matrix
validated
18
Left Orbit
Microswitch
switch.18-left-orbit
ball.path
CN5-P4GRN-ORG
CN7-P8WHT-RED
Whitestar CPU/Sound board switch matrix
validated
19
Bing 1
Microswitch
switch.19-bing-1
ball.position
CN5-P4GRN-ORG
CN7-P7WHT-ORG
Whitestar CPU/Sound board switch matrix
validated
20
Bing 2
Microswitch
switch.20-bing-2
ball.position
CN5-P4GRN-ORG
CN7-P6WHT-YEL
Whitestar CPU/Sound board switch matrix
validated
21
Safe Hit Left
Microswitch
switch.21-safe-hit-left
CN5-P4GRN-ORG
CN7-P5WHT-GRN
Whitestar CPU/Sound board switch matrix
validated
22
Center Lock 1
Microswitch
switch.22-center-lock-1
ball.position
CN5-P4GRN-ORG
CN7-P3WHT-BLU
Whitestar CPU/Sound board switch matrix
validated
23
Center Lock 2
Microswitch
switch.23-center-lock-2
ball.position
CN5-P4GRN-ORG
CN7-P2WHT-VIO
Whitestar CPU/Sound board switch matrix
validated
24
Safe Hit Right
Microswitch
switch.24-safe-hit-right
CN5-P4GRN-ORG
CN7-P1WHT-GRY
Whitestar CPU/Sound board switch matrix
validated
25
Right Ramp
Microswitch
switch.25-right-ramp
ball.path
CN5-P5GRN-YEL
CN7-P9WHT-BRN
Whitestar CPU/Sound board switch matrix
validated
26
Drop Target
Other
switch.26-drop-target
CN5-P5GRN-YEL
CN7-P8WHT-RED
Whitestar CPU/Sound board switch matrix
validated
27
Spinner
Microswitch
switch.27-spinner
CN5-P5GRN-YEL
CN7-P7WHT-ORG
Whitestar CPU/Sound board switch matrix
validated
28
Center Eject
Microswitch
switch.28-center-eject
ball.position
CN5-P5GRN-YEL
CN7-P6WHT-YEL
Whitestar CPU/Sound board switch matrix
validated
29
Right Ramp Exit
Microswitch
switch.29-right-ramp-exit
ball.path
CN5-P5GRN-YEL
CN7-P5WHT-GRN
Whitestar CPU/Sound board switch matrix
validated
30
Not Used Matrix Position 30
switch.30-not-used
CN5-P5GRN-YEL
CN7-P3WHT-BLU
Whitestar CPU/Sound board switch matrix
validated
31
Boat Lock 1
Microswitch
switch.31-boat-lock-1
ball.position
CN5-P5GRN-YEL
CN7-P2WHT-VIO
Whitestar CPU/Sound board switch matrix
validated
32
Boat Lock 2
Microswitch
switch.32-boat-lock-2
ball.position
CN5-P5GRN-YEL
CN7-P1WHT-GRY
Whitestar CPU/Sound board switch matrix
validated
33
Right Orbit
Microswitch
switch.33-right-orbit
ball.path
CN5-P6GRN-BLK
CN7-P9WHT-BRN
Whitestar CPU/Sound board switch matrix
validated
34
Left Standup
Leaf
switch.34-left-standup
CN5-P6GRN-BLK
CN7-P8WHT-RED
Whitestar CPU/Sound board switch matrix
validated
35
Center Standup
Leaf
switch.35-center-standup
CN5-P6GRN-BLK
CN7-P7WHT-ORG
Whitestar CPU/Sound board switch matrix
validated
36
Right 2-Bank Top
Leaf
switch.36-right-2-bank-top
CN5-P6GRN-BLK
CN7-P6WHT-YEL
Whitestar CPU/Sound board switch matrix
validated
37
Right 2-Bank Bottom
Leaf
switch.37-right-2-bank-bottom
CN5-P6GRN-BLK
CN7-P5WHT-GRN
Whitestar CPU/Sound board switch matrix
validated
38
Left Top Lane
Microswitch
switch.38-left-top-lane
CN5-P6GRN-BLK
CN7-P3WHT-BLU
Whitestar CPU/Sound board switch matrix
validated
39
Middle Top Lane
Microswitch
switch.39-middle-top-lane
CN5-P6GRN-BLK
CN7-P2WHT-VIO
Whitestar CPU/Sound board switch matrix
validated
40
Right Top Lane
Microswitch
switch.40-right-top-lane
CN5-P6GRN-BLK
CN7-P1WHT-GRY
Whitestar CPU/Sound board switch matrix
validated
41
Not Used Matrix Position 41
switch.41-not-used
CN5-P7GRN-BLU
CN7-P9WHT-BRN
Whitestar CPU/Sound board switch matrix
validated
42
Not Used Matrix Position 42
switch.42-not-used
CN5-P7GRN-BLU
CN7-P8WHT-RED
Whitestar CPU/Sound board switch matrix
validated
43
Not Used Matrix Position 43
switch.43-not-used
CN5-P7GRN-BLU
CN7-P7WHT-ORG
Whitestar CPU/Sound board switch matrix
validated
44
Not Used Matrix Position 44
switch.44-not-used
CN5-P7GRN-BLU
CN7-P6WHT-YEL
Whitestar CPU/Sound board switch matrix
validated
45
Not Used Matrix Position 45
switch.45-not-used
CN5-P7GRN-BLU
CN7-P5WHT-GRN
Whitestar CPU/Sound board switch matrix
validated
46
Not Used Matrix Position 46
switch.46-not-used
CN5-P7GRN-BLU
CN7-P3WHT-BLU
Whitestar CPU/Sound board switch matrix
validated
47
Not Used Matrix Position 47
switch.47-not-used
CN5-P7GRN-BLU
CN7-P2WHT-VIO
Whitestar CPU/Sound board switch matrix
validated
48
Not Used Matrix Position 48
switch.48-not-used
CN5-P7GRN-BLU
CN7-P1WHT-GRY
Whitestar CPU/Sound board switch matrix
validated
49
Left Bumper
Leaf
switch.49-left-bumper
CN5-P8GRN-VIO
CN7-P9WHT-BRN
Whitestar CPU/Sound board switch matrix
validated
50
Right Bumper
Leaf
switch.50-right-bumper
CN5-P8GRN-VIO
CN7-P8WHT-RED
Whitestar CPU/Sound board switch matrix
validated
51
Bottom Bumper
Leaf
switch.51-bottom-bumper
CN5-P8GRN-VIO
CN7-P7WHT-ORG
Whitestar CPU/Sound board switch matrix
validated
52
Not Used Matrix Position 52
switch.52-not-used
CN5-P8GRN-VIO
CN7-P6WHT-YEL
Whitestar CPU/Sound board switch matrix
validated
53
Slam Tilt (Optional)opt
Tilt
switch.53-slam-tilt-optional
cabinet.slam-tilt
CN5-P8GRN-VIO
CN7-P5WHT-GRN
Whitestar CPU/Sound board switch matrix
validated
54
Start Button
Button
switch.54-start-button
cabinet.start
CN5-P8GRN-VIO
CN7-P3WHT-BLU
Whitestar CPU/Sound board switch matrix
validated
55
Tournament Startopt
Button
switch.55-tournament-start
cabinet.tournament-start
CN5-P8GRN-VIO
CN7-P2WHT-VIO
Whitestar CPU/Sound board switch matrix
validated
56
Plumb Bob Tilt
Tilt
switch.56-plumb-bob-tilt
cabinet.tilt
CN5-P8GRN-VIO
CN7-P1WHT-GRY
Whitestar CPU/Sound board switch matrix
validated
57
Left Outlane
Microswitch
switch.57-left-outlane
CN5-P9GRN-GRY
CN7-P9WHT-BRN
Whitestar CPU/Sound board switch matrix
validated
58
Left Return Lane
Microswitch
switch.58-left-return-lane
CN5-P9GRN-GRY
CN7-P8WHT-RED
Whitestar CPU/Sound board switch matrix
validated
59
Left Slingshot
Leaf
switch.59-left-slingshot
CN5-P9GRN-GRY
CN7-P7WHT-ORG
Whitestar CPU/Sound board switch matrix
validated
60
Right Outlane
Microswitch
switch.60-right-outlane
CN5-P9GRN-GRY
CN7-P6WHT-YEL
Whitestar CPU/Sound board switch matrix
validated
61
Right Return Lane
Microswitch
switch.61-right-return-lane
CN5-P9GRN-GRY
CN7-P5WHT-GRN
Whitestar CPU/Sound board switch matrix
validated
62
Right Slingshot
Leaf
switch.62-right-slingshot
CN5-P9GRN-GRY
CN7-P3WHT-BLU
Whitestar CPU/Sound board switch matrix
validated
63
Not Used Matrix Position 63
switch.63-not-used
CN5-P9GRN-GRY
CN7-P2WHT-VIO
Whitestar CPU/Sound board switch matrix
validated
64
Not Used Matrix Position 64
switch.64-not-used
CN5-P9GRN-GRY
CN7-P1WHT-GRY
Whitestar CPU/Sound board switch matrix
validated
81
Right Flipper End-of-StrokeNC
Leaf
switch.81-right-flipper-end-of-stroke
flipper.lower.right.eos
CN6-P6GRY-YEL
CN6-P1/-P11BLK
Whitestar CPU/Sound board dedicated-switch input
validated
82
Right Flipper Button
Button
switch.82-right-flipper-button
flipper.lower.right.button
CN6-P4GRY-ORG
CN6-P1/-P11BLK
Whitestar CPU/Sound board dedicated-switch input
validated
83
Left Flipper End-of-StrokeNC
Leaf
switch.83-left-flipper-end-of-stroke
flipper.lower.left.eos
CN6-P3GRY-RED
CN6-P1/-P11BLK
Whitestar CPU/Sound board dedicated-switch input
validated
84
Left Flipper Button
Button
switch.84-left-flipper-button
flipper.lower.left.button
CN6-P2GRY-BRN
CN6-P1/-P11BLK
Whitestar CPU/Sound board dedicated-switch input
validated
85
Unused Flipper-Column Input 85
switch.85-flipper-column-hole
validated
86
Unused Flipper-Column Input 86
switch.86-flipper-column-hole
validated
87
Unused Flipper-Column Input 87
switch.87-flipper-column-hole
validated
88
Not Used Dedicated Input DS-5
switch.88-not-used-ds-5
CN6-P7GRY-GRN
Whitestar CPU/Sound board dedicated-switch input
validated

Controlled devices

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

Coils, magnets & motors

26
26 shown
# Name Device ID Kind Role Wiring Evidence
1
Trough Up-Kicker
device.q1-trough-up-kicker Coil
Q1BRN-BLK
Whitestar I/O Power Driver board 520-5137-01
validated
2
Auto Launch
device.q2-auto-launch Coil
Q2BRN-RED
Whitestar I/O Power Driver board 520-5137-01
validated
3
Center Eject
device.q3-center-eject Coil
Q3BRN-ORG
Whitestar I/O Power Driver board 520-5137-01
validated
4
Center Lock Post
device.q4-center-lock-post Coil
Q4BRN-YEL
Whitestar I/O Power Driver board 520-5137-01
validated
5
Left Control Gate
device.q5-left-control-gate Coil
Q5BRN-GRN
Whitestar I/O Power Driver board 520-5137-01
validated
6
Right Control Gate
device.q6-right-control-gate Coil
Q6BRN-BLU
Whitestar I/O Power Driver board 520-5137-01
validated
7
1-Bank Trip
device.q7-1-bank-trip Coil
Q7BRN-VIO
Whitestar I/O Power Driver board 520-5137-01
validated
8
Safe
device.q8-safe Coil
Q8BRN-GRY
Whitestar I/O Power Driver board 520-5137-01
validated
9
Left Bumper
device.q9-left-bumper Coil
Q9BLU-BRN
Whitestar I/O Power Driver board 520-5137-01
validated
10
Right Bumper
device.q10-right-bumper Coil
Q10BLU-RED
Whitestar I/O Power Driver board 520-5137-01
validated
11
Bottom Bumper
device.q11-bottom-bumper Coil
Q11BLU-ORG
Whitestar I/O Power Driver board 520-5137-01
validated
12
Left Slingshot
device.q12-left-slingshot Coil
Q12BLU-YEL
Whitestar I/O Power Driver board 520-5137-01
validated
13
Right Slingshot
device.q13-right-slingshot Coil
Q13BLU-GRN
Whitestar I/O Power Driver board 520-5137-01
validated
14
1-Bank Reset
device.q14-1-bank-reset Coil
Q14BLU-BLK
Whitestar I/O Power Driver board 520-5137-01
validated
17
Fish Jaw
device.q17-fish-jaw Coil
Q17VIO-BRN
Whitestar I/O Power Driver board 520-5137-01
validated
18
Bada Bing! Motor Relay
device.q18-bada-bing-motor-relay Relay
Q18VIO-RED
Whitestar I/O Power Driver board 520-5137-01
validated
21
Left Eject
device.q21-left-eject Coil
Q21VIO-GRN
Whitestar I/O Power Driver board 520-5137-01
validated
22
Boat Lock Post
device.q22-boat-lock-post Coil
Q22VIO-BLU
Whitestar I/O Power Driver board 520-5137-01
validated
23
Bing Lock Post
device.q23-bing-lock-post Coil
Q23VIO-BLK
Whitestar I/O Power Driver board 520-5137-01
validated
24
Optional Coil (Coin Meter)opt
device.q24-optional-coil-coin-meter Coil
cabinet.coin-meter
Q24VIO-GRY
Whitestar I/O Power Driver board 520-5137-01
validated
30
Safe Latch
device.q30-safe-latch Coil
Q30BLK-BLU
Whitestar I/O Power Driver board 520-5137-01
validated
33
UK Left Up/Down Post (Left Outlane Ball Deflector)opt
device.aux1-uk-left-up-down-post-left-outlane-ball-deflector Coil
Q1WHITE
UK 3X Trans. Driver Board
validated
34
UK Center Up/Down Postopt
device.aux2-uk-center-up-down-post Coil
Q2RED
UK 3X Trans. Driver Board
validated
35
UK Right Up/Down Post (Right Outlane Ball Deflector)opt
device.aux3-uk-right-up-down-post-right-outlane-ball-deflector Coil
Q3ORANGE
UK 3X Trans. Driver Board
validated
46
Right Flipper
device.q16-right-flipper Coil
Q16ORG-VIO
Whitestar I/O Power Driver board 520-5137-01
validated
48
Left Flipper
device.q15-left-flipper Coil
Q15ORG-GRY
Whitestar I/O Power Driver board 520-5137-01
validated

Flashers

9
9 shown
# Name Device ID Wiring Evidence
19
Super Jackpot Flasher
device.q19-super-jackpot-flasher
Q19VIO-ORG
Whitestar I/O Power Driver board 520-5137-01
validated
20
Safe Flasher
device.q20-safe-flasher
Q20VIO-YEL
Whitestar I/O Power Driver board 520-5137-01
validated
25
Fish Flasher
device.q25-fish-flasher
Q25BLK-BRN
Whitestar I/O Power Driver board 520-5137-01
validated
26
Back Flashers (X3)
device.q26-back-flashers-x3
Q26BLK-RED
Whitestar I/O Power Driver board 520-5137-01
validated
27
Left Sling Flasher
device.q27-left-sling-flasher
Q27BLK-ORG
Whitestar I/O Power Driver board 520-5137-01
validated
28
Right Sling Flasher
device.q28-right-sling-flasher
Q28BLK-YEL
Whitestar I/O Power Driver board 520-5137-01
validated
29
Bumper Flashers (X2)
device.q29-bumper-flashers-x2
Q29BLK-GRN
Whitestar I/O Power Driver board 520-5137-01
validated
31
Playfield Left and Right Flashers (X2)
device.q31-playfield-left-and-right-flashers-x2
Q31BLK-VIO
Whitestar I/O Power Driver board 520-5137-01
validated
32
Truck Flashers (X2)
device.q32-truck-flashers-x2
Q32BLK-GRY
Whitestar I/O Power Driver board 520-5137-01
validated

Lamps

80

Lamp map

Sequential addresses, grouped in columns of eight.

used unused
 
+0
+1
+2
+3
+4
+5
+6
+7
1–8
9–16
17–24
25–32
33–40
41–48
49–56
57–64
65–72
73–80
Hover or tap an address to identify it.
80 shown
# Name Device ID Role Wiring Evidence
1
Ranks: Associate
lamp.1-ranks-associate
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
2
Ranks: Soldier
lamp.2-ranks-soldier
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
3
Ranks: Good Earner
lamp.3-ranks-good-earner
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
4
Ranks: Acting Capo
lamp.4-ranks-acting-capo
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
5
Ranks: Capo
lamp.5-ranks-capo
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
6
Ranks: Consigliere
lamp.6-ranks-consigliere
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
7
Ranks: Under Boss
lamp.7-ranks-under-boss
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
8
Ranks: Boss
lamp.8-ranks-boss
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
9
Boss: Food
lamp.9-boss-food
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
10
Boss: Truck Heist
lamp.10-boss-truck-heist
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
11
Boss: Bada Bing
lamp.11-boss-bada-bing
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
12
Boss: Episodes
lamp.12-boss-episodes
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
13
Boss: Safe
lamp.13-boss-safe
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
14
Boss: RIP
lamp.14-boss-rip
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
15
Boss: Super Jackpot
lamp.15-boss-super-jackpot
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
16
Boss: Meadowlands
lamp.16-boss-meadowlands
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
17
FISH 'F' (Left Outlane)
lamp.17-fish-f-left-outlane
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
18
FISH 'I' (Left Return Lane)
lamp.18-fish-i-left-return-lane
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
19
FISH 'S' (Right Return Lane)
lamp.19-fish-s-right-return-lane
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
20
FISH 'H' (Right Outlane)
lamp.20-fish-h-right-outlane
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
21
Pork Store Standup
lamp.21-pork-store-standup
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
22
Light Standup
lamp.22-light-standup
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
23
Fish
lamp.23-fish
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
24
The Stugots
lamp.24-the-stugots
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
25
Left Truck Heist 1 (Bottom)
lamp.25-left-truck-heist-1-bottom
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
26
Left Truck Heist 2
lamp.26-left-truck-heist-2
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
27
Left Truck Heist 3
lamp.27-left-truck-heist-3
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
28
Left Orbit Food
lamp.28-left-orbit-food
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
29
Left Orbit Envelope
lamp.29-left-orbit-envelope
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
30
Left Orbit Arrow
lamp.30-left-orbit-arrow
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
31
Bada Bing 1 (Bottom)
lamp.31-bada-bing-1-bottom
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
32
Bada Bing 2
lamp.32-bada-bing-2
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
33
Bada Bing 3
lamp.33-bada-bing-3
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
34
Left Ramp Food
lamp.34-left-ramp-food
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
35
Left Ramp Envelope
lamp.35-left-ramp-envelope
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
36
Left Ramp Arrow
lamp.36-left-ramp-arrow
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
37
Start Episode
lamp.37-start-episode
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
38
Pork Store
lamp.38-pork-store
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
39
Special
lamp.39-special
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
40
Extra Ball
lamp.40-extra-ball
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
41
Advance Rank
lamp.41-advance-rank
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
42
Center Arrow
lamp.42-center-arrow
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
43
Light Lock
lamp.43-light-lock
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
44
Lock 1
lamp.44-lock-1
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
45
Lock 2
lamp.45-lock-2
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
46
Jackpot
lamp.46-jackpot
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
47
Meadowlands 1
lamp.47-meadowlands-1
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
48
Meadowlands 2
lamp.48-meadowlands-2
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
49
Meadowlands 3
lamp.49-meadowlands-3
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
50
Right Ramp Food
lamp.50-right-ramp-food
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
51
Right Ramp Envelope
lamp.51-right-ramp-envelope
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
52
Right Ramp Arrow
lamp.52-right-ramp-arrow
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
53
Right Truck Heist 1 (Bottom)
lamp.53-right-truck-heist-1-bottom
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
54
Right Truck Heist 2
lamp.54-right-truck-heist-2
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
55
Right Truck Heist 3
lamp.55-right-truck-heist-3
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
56
Right Orbit Food
lamp.56-right-orbit-food
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
57
Right Orbit Envelope
lamp.57-right-orbit-envelope
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
58
Right Orbit Arrow
lamp.58-right-orbit-arrow
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
59
R.I.P. 'R' (Left Top Lane)
lamp.59-r-i-p-r-left-top-lane
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
60
R.I.P. 'I' (Middle Top Lane)
lamp.60-r-i-p-i-middle-top-lane
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
61
R.I.P. 'P' (Right Top Lane)
lamp.61-r-i-p-p-right-top-lane
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
62
Not Used Lamp 62
lamp.62-not-used
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
63
Not Used Lamp 63
lamp.63-not-used
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
64
Not Used Lamp 64
lamp.64-not-used
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
65
RIP 1 (Top Left)
lamp.65-rip-1-top-left
cabinet.rear-panel
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
66
RIP 2
lamp.66-rip-2
cabinet.rear-panel
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
67
RIP 3
lamp.67-rip-3
cabinet.rear-panel
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
68
RIP 4
lamp.68-rip-4
cabinet.rear-panel
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
69
RIP 5 (Bottom Left)
lamp.69-rip-5-bottom-left
cabinet.rear-panel
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
70
RIP 6
lamp.70-rip-6
cabinet.rear-panel
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
71
RIP 7
lamp.71-rip-7
cabinet.rear-panel
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
72
RIP 8
lamp.72-rip-8
cabinet.rear-panel
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
73
Episodes: Arson
lamp.73-episodes-arson
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
74
Episodes: Exterminate
lamp.74-episodes-exterminate
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
75
Episodes: Horse Race
lamp.75-episodes-horse-race
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
76
Episodes: Exec. Game
lamp.76-episodes-exec-game
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
77
Episodes: Satisfaction
lamp.77-episodes-satisfaction
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
78
Shoot Again
lamp.78-shoot-again
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
79
Tournament Button (Optional)opt
lamp.79-tournament-button-optional
cabinet.tournament-start
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated
80
Start Button
lamp.80-start-button
cabinet.start
Whitestar I/O Power Driver board 520-5137-01 lamp matrix
validated

General illumination

1
1 shown
# Name Device ID Wiring Evidence
0
General Illumination Relay
gi.relay
Whitestar I/O Power Driver board 520-5137-01 G.I. relay
validated

Virtual & other outputs

15
15 shown
# Name Device ID Evidence
15
Whitestar Fast-Flip / Game-On State
virtual.15-fast-flip-game-on validated
16
Unused Remapped-Flipper Address 16
virtual.16-remapped-flipper-hole validated
36
Unused Auxiliary Address 36
virtual.36-aux-hole validated
37
Reserved Address 37
virtual.37-reserved validated
38
Reserved Address 38
virtual.38-reserved validated
39
Reserved Address 39
virtual.39-reserved validated
40
Reserved Address 40
virtual.40-reserved validated
41
Reserved Address 41
virtual.41-reserved validated
42
Reserved Address 42
virtual.42-reserved validated
43
Reserved Address 43
virtual.43-reserved validated
44
Reserved Address 44
virtual.44-reserved validated
45
Right Flipper Power-Phase State
virtual.45-right-flipper-power-phase validated
47
Left Flipper Power-Phase State
virtual.47-left-flipper-power-phase validated
49
Unused Simulated Ball Shooter
virtual.49-simulated-shooter validated
50
Reserved Address 50
virtual.50-reserved validated

Configuration & other inputs

8 shown
# Name Device ID Evidence
1
SW300 Country Selector Bit 1
Dip
switch.dip-1 validated
2
SW300 Country Selector Bit 2
Dip
switch.dip-2 validated
3
SW300 Country Selector Bit 3
Dip
switch.dip-3 validated
4
SW300 Country Selector Bit 4
Dip
switch.dip-4 validated
5
SW300 Country Selector Bit 5
Dip
switch.dip-5 validated
6
Unused DIP Bit 6
Dip
switch.dip-6 validated
7
Unused DIP Bit 7
Dip
switch.dip-7 validated
8
Unused DIP Bit 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.

4-ball trough with up-kicker and stacking opto

mechanism.trough

Kicker

Four balls rest in the trough on roller switches 11 (left), 12 and 13 and on the VUK opto 14 at the up-kicker. Q1 kicks the ball on 14 up past the stacking opto 15 into the shooter lane, and the rest roll one place toward the up-kicker. Hold each occupied position at 1 and pass the kicked ball through 15 as a short 1 pulse: the ROM reads 15 at 1 as a ball in the beam and, with balls still on 11-14, keeps kicking (six tries, then the auto launch) until 15 falls. The retained table's bsTrough omits 15 and pulses 22 instead, a defect.

Ball shooter and auto launch

mechanism.shooter

Kicker

A served ball rests on shooter-lane switch 16. The player plunges it with the ball shooter (500-6146-00-04), or Q2 fires the autoplunger arm (500-6091-00 with coil 500-6092-03B and shooter-lane switch assembly 500-6096-00). The retained table uses a cvpmImpulseP (power 50, 0.6 s, randomization 0.3) on trigger swplunger.

Left eject under the fish

mechanism.left-eject

Kicker

A 30-degree eject (500-6511-01) under the fish: the ball settles on 17 and Q21 kicks it out. In the gameplay run a ball held on 17 drew repeated Q21 kicks with the fish jaw (Q17) and the left-sling flasher (Q27).

Drives
Senses

Center eject under the safe

mechanism.center-eject

Kicker

The second 30-degree eject (500-6511-01), under the safe: the ball settles on 28 and Q3 kicks it out; a ball held on 28 drew repeated Q3 kicks.

Center lock with up/down post

mechanism.center-lock

Gate

The up/down post assembly 500-5867-02 (labelled SPINNER LANE BALL LOCK on its drawing) holds balls on Center Lock 1 (22) and 2 (23). Q4 (27-1500) pulls the post down while energized; the spring returns it. The retained table drops wall CenterPost while Q4 is on.

Boat (right ramp) lock with up/down post

mechanism.boat-lock

Gate

Up/down post assembly 500-5867-09 on the right steel (boat) ramp holds balls on Boat Lock 1 (31) and 2 (32); Q22 lowers it while energized. The retained table drops wall BoatPost while Q22 is on.

Bada Bing! lock with up/down post

mechanism.bing-lock

Gate

The second 500-5867-09 post, behind the left wire ramp, holds balls on Bing 1 (19) and 2 (20) at the Bada Bing!; Q23 lowers it while energized. In the gameplay run the left ramp switch (9) raised Q23 and the right ramp switch (25) released it, so the ROM holds the post energized for long stretches. The retained table drops wall BingPost while Q23 is on.

Left and right 2-way control gates

mechanism.control-gates

Diverter

Two 2-way ball gates (ball gate coil assembly 515-6544-01, mini-coil 32-1800, one bracket mounted mirrored for each side) at the top of the playfield. Each flap swings while its coil is energized and returns on release. The retained table opens gates sol5 and sol6 while Q5/Q6 are on. Neither gate has a position switch.

1-bank drop target

mechanism.drop-target

Drop Target Bank

Assembly 500-6893-01: one drop target with switch 26 (closed while down), a 27-1500 reset coil (Q14) and a 32-1250 mini trip coil (Q7, assembly 515-6916-01) that knocks the target down under ROM control. In the gameplay run the ROM reset it at power-up and on Start and tripped and reset it at the drain.

Safe door with latch

mechanism.safe

Toy

The safe (front assembly 515-7493-00 above the playfield, bottom 500-6865-00 below) has a door struck by the ball on Safe Hit Left (21) and Right (24). A dual coil mounting bracket carries the Safe coil (Q8, 22-1080) and the Safe Latch coil (Q30, 27-1500); the Cherry limit switch 10 (180-5198-00) senses the door's travel. In the harness runs Q8 and Q30 fired together at power-up and on every safe hit (Q8 on, Q30 on, Q8 off, Q30 off). The retained table models the door from those two outputs: Q8 energized starts it closing and Q8 released starts it opening, while Q30's latch, if set when Q8 changes, only selects the closing state without moving an idle door; it writes 10 at the end of each travel (1 open, 0 closed). Neither the manual nor any run settles the physical door's sequence or the limit switch's sense, so treat the table's model as a working recreation, not as the factory mechanism.

Talking fish head

mechanism.fish

Toy

The fish head and body (515-7455-00, with clear lite-hat eyes) has a molded jaw on a lever bracket driven by the fish-jaw coil Q17 (27-1500); the Q25 flash lamp (#44 LED) inside the head lights the eyes. The ROM works the jaw in time with speech; in the gameplay run it opened and closed with a bumper hit and while a ball sat in the left eject below the fish.

Bada Bing! pole dancers

mechanism.bada-bing

Motorized

Q18 energizes a relay (500-6700-00) that runs the Bada Bing! motor (500-6887-00, 24v AC, bi-directional, about 46-55 RPM), which turns two pole-dancer dolls on shafts through 1" and 1-1/2" pulleys and a clear belt. There is no position switch: the dancers simply spin while Q18 is on. The retained table spins primitives stripper1/stripper2 while Q18 is on.

Lower flippers

mechanism.lower-flippers

Other

Left (500-6543-12) and right (500-6543-02) flipper assemblies with 22-1080 coils on one 50v supply. The CPU applies a 40 ms pulse on a button closure and then 1 ms every 12 ms while the button is held; each N.C. end-of-stroke switch opens at full stroke, and a closure during a hold earns another 40 ms pulse. PinMAME publishes Q15 at 47/48 and Q16 at 45/46.

UK Post Save ball deflectors and center post

mechanism.uk-post-save

Other

UK only: board 520-5068-01 (UK 3X Trans. Driver Board) drives the left and right outlane ball deflectors (AUX 1/AUX 3, 500-5788-02) and the center up/down post (AUX 2, 500-6293-00) at public 33-35. The cabinet buttons on 1 and 8 ask the ROM for the Post Save; the ROM, not a wire, raises the deflectors. A standard machine fits none of it.

Recreation notes

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

Coverage: partial - every I/O address, controller binding, polarity, wiring detail, mechanism, variant and recreation note is source-reconciled; only spatial_placement is missing, because the retained table does not model the trough switches, the safe limit or the five Episodes lamps, and several coil placements fall outside what the factory drawings confirm

Identity and evidence precedence

This is Stern's Whitestar machine of February 2005, model I-0085, IPDB 5053, designed by George Gomez. It covers the 21 sopr* drivers of pinned PinMAME: CPU 5.00 (sopranos and its French, German, Italian and Spanish clones), 4.00, 3.00 (with soprano3, the alternative-sound set), 2.04 and the language-only 1.07 sets. segames.c builds all of them from one init_sopranos, INITGAME(sopranos, GEN_WS, se_dmd128x32, SE_BOARDID_520_5068_01): lower flippers only (FLIP_SW(FLIP_L) | FLIP_SOL(FLIP_L)), two extra lamp columns (lamps 1-80), no custom solenoids, a 128x32 DMD and the 520-5068-01 auxiliary driver board for the UK posts. The ROMs differ in rules, language and sound, not hardware, so every driver is identical. IPDB records that a few machines were first built on S.A.M. boards, tested overseas and converted back to Whitestar before sale; no PinMAME driver represents a S.A.M. build.

Authority follows the runbook. The known-working table's embedded script decides controller callbacks and mechanism causality; the official service manual (born-digital, 214 pages, byte-identical to the copy IPDB hosts) decides construction, wiring, parts and placement on the drawings; pinned PinMAME decides routing. Three harness runs of sopranos 5.00 confirm the routing and settle the stacking opto's sense. The retained table is the freneticamnesic/32assassin 1.0.2 beta rebuild; the pinned corpus's 2024 v1.22 script descends from it and repeats its bindings, so it corroborates them but is not independent.

Controller platform and address topology

  • Switches. Matrix 1-64 is sequential (column = (n - 1) / 8 + 1). Column 6 (41-48), 30, 52, 63 and 64 are NOT USED. The dedicated inputs are -3 memory protect, -2/-1/0 the red/green/black service buttons (DS-6/7/8), 84 left button (DS-1), 83 left EOS (DS-2), 82 right button (DS-3), 81 right EOS (DS-4) and 88, the NOT USED DS-5. 85-87 reach no input. The country selector is DIP bits 1-5.
  • Solenoids. Public 1-32 are Q1-Q32 except the flippers: se_solenoid_w masks Q15 (left) and Q16 (right) off public 15/16 and publishes them at 47 and 45, and core.c synthesizes 48 and 46 from those. Bind the left flipper coil at 48 and the right at 46; 45 and 47 are their power-phase states. Public 15 is PinMAME's fast-flip / game-on state (sega.vbs's GameOnSolenoid = 15): it rose on Start and fell at the drain. 33-35 are the UK board's AUX 1-3; 16, 36, 37-44, 49 and 50 are unused.
  • Lamps 1-80 run across each row (lamp = (row - 1) x 8 + column); 62-64 are NOT USED; 79 exists only with the tournament kit. G.I. is one relay at public 0.

Switch polarity and names

Whitestar's switch_r and dedswitch_r both hand the CPU the complement of PinMAME's state and the driver leaves invSw at zero, so public 1 is a closed contact everywhere. Every matrix switch, the two trough optos included, is normally open:

  • The Trough Up-Kicker Dual OPTO Boards page (PDF 132) states that the receiver acts as an open switch while light falls on it and as a closed switch when the beam is blocked.
  • The table's bsTrough holds the VUK opto 14 at 1 while a ball waits at the up-kicker.
  • For the stacking opto 15, which neither script writes, the ROM answers: with four balls held on 11-14, raising 15 to 1 (or holding it there from power-up) makes the ROM fire the up-kicker six times and then the auto launch, while 0 draws nothing. Pass a kicked ball through 15 as a short 1 pulse.

The two end-of-stroke switches are the exception. The flipper wiring diagram prints them N.C.: closed at rest, opening about 1/16" when the flipper is energized, and the CPU re-pulses the coil if the switch recloses during a hold. PinMAME does not synthesize them here (no FLIP_EOS), so the ROM reads whatever the host writes; a recreation that leaves 81/83 at 0 only loses that re-pulse.

The memory-protect switch -3 is N.O. and closed by the shut coin door; public 1 blocks writes to protected RAM, so a closed door is -3 at 1.

Library and table quirks, all recorded on the devices and none of them about the machine:

  • sega.vbs and PinMAME's keyboard port put the slam-tilt key on 55, which this game prints as Tournament Start; the optional slam tilt kit is wired to 53.
  • sega.vbs names the EOS addresses swURFlip/swULFlip.
  • The table's solTrough pulses 22 (Center Lock 1) instead of 15.
  • The pinned v1.22 script also writes 16 on the Start key; the retained 1.0.2 table's same lines are unreachable behind the VPinMAME key handler.
  • The table models the right-ramp switch 25 as a spinner, which v1.22 corrects.

The manual's switch parts page prints the eject switches' matrix numbers as 17 & 18; the grid and the same page's wire-gate row show they are 17 and 28.

Ball handling

  • Trough. Four balls on 11 (left), 12, 13 and the VUK opto 14 at the up-kicker (Q1); the stacking opto 15 above it. Hold occupied positions at 1, initialize 11-14 at 1.
  • Shooter. Manual plunger and the Q2 autoplunger arm; shooter-lane switch 16.
  • Ejects. Two 30-degree ejects (500-6511-01): the left eject under the fish (17, Q21) and the center eject under the safe (28, Q3). A ball held in either drew repeated kicks in the gameplay run.
  • Three two-ball locks, each an up/down post that is down while its coil is energized: Center Lock 1/2 (22/23) behind Q4 (500-5867-02, the "spinner lane ball lock"), Boat Lock 1/2 (31/32) on the right steel boat ramp behind Q22, and Bing 1/2 (19/20) at the Bada Bing! behind Q23 (both 500-5867-09). In the gameplay run the left ramp (9) raised Q23 and the right ramp (25) dropped it, so the ROM can hold a post energized for a long stretch.
  • Control gates. Q5/Q6 drive the left and right 2-way ball gates at the top (32-1800 mini coils, no position switch).

Toys and targets

  • The safe. A door above the playfield, struck on Safe Hit Left/Right (21/24), with a Safe coil (Q8, 22-1080) and a Safe Latch coil (Q30, 27-1500) on one dual bracket below and a Cherry limit switch 10. The ROM fired Q8 with Q30 at power-up and on every safe hit. In the table, energizing Q8 starts the door closing and releasing it starts it opening; while Q30's latch is set a Q8 change only selects the closing state without moving an idle door. The table writes 10 at the end of each travel (1 open, 0 closed). Neither the manual nor a run settles the factory door's sequence or the limit switch's sense, so treat the table's model as a working recreation and 10 as the end-of-travel sensor.
  • The fish. A molded head on the left side with a jaw lever worked by Q17 (27-1500) and a #44 LED flash lamp (Q25) behind its clear eyes. The ROM opens the jaw with speech; in the run it moved with a bumper hit and while a ball sat in the left eject below.
  • Bada Bing! pole dancers. Q18 energizes a relay (500-6700-00) that runs a 24 V AC bi-directional motor (500-6887-00, about 46-55 RPM). The motor turns two dolls on shafts through a belt and pulleys. There is no position sensor: the dancers spin while Q18 is on.
  • 1-bank drop target (500-6893-01). Switch 26 closes while it is down; Q14 resets it and the 32-1250 trip coil Q7 knocks it down. The ROM reset it at power-up and on Start, and tripped and reset it at the drain.
  • Bumpers, slingshots and flippers. Left/right/bottom bumpers Q9/49, Q10/50, Q11/51, with red domes Q29 on the left and bottom bumpers. Slingshots Q12/59 and Q13/62, two contacts each. Flippers Q15/Q16 on one 50 V supply: a 40 ms kick, then 1 ms every 12 ms while held. Every one of these switch-to-coil pairs fired in the gameplay run.
  • Other switches. Left/right orbit 18/33, left ramp 9, right ramp 25 and right ramp exit 29 (wire-gate switches); spinner 27; the standups 34/35 (narrow yellow) and the right 2-bank 36/37; top lanes 38-40; outlanes and return lanes 57/58/60/61.
  • UK Post Save. Board 520-5068-01 drives AUX 1/3, the left and right outlane ball deflectors (500-5788-02), and AUX 2, the center up/down post (500-6293-00). The UK cabinet buttons on 1 and 8 ask the ROM for them. Standard machines fit none of it, so all five devices are optional. Q24 is likewise optional: the coin meter, which the ROM pulsed four times per coin.

Lamps, flashers and general illumination

  • Lamps. All 80 lamp cells are wired as printed. 65-72 are the eight RIP portrait lamps behind the back panel (65-68 top row, 69-72 bottom row) and sit outside normalized playfield space. 79 and 80 are the tournament and start button lamps.

  • Flashers. Q19 super jackpot, Q20 safe, Q25 fish and Q27/Q28 the yellow sling domes. Q26 is the back flash: two #89 on the back panel and one #906 yellow dome at the stage. Q29 is the two red bumper domes, Q31 one flasher on each side of the playfield, and Q32 two at the truck.

  • G.I. One relay feeds four fused circuits:

    • Back panel, 12 #44 (F24).
    • Middle/lower right playfield, 13 by its location count and the drawing, though the bulb line prints 11 + 1 (F25).
    • Upper right playfield, 8, plus the 2 coin-door bulbs (F26).
    • Middle/lower left playfield, 12 (F27).

    The table's GI collection holds 33 lights, matching the 33 playfield sockets the G.I. drawing letters.

Spatial status and why the record stays partial

Placements come from the retained table's script-bound objects, normalized against its 952 x 2300 bounds, and are checked against the three factory location drawings. The drawings validate most of them: all 62 table-placed lamps, and most switches, coils and flashers. These stay unvalidated:

  • Projections onto mechanism objects. The table does not model the trough switches 11-15 or the safe limit 10. The EOS contacts sit on the flippers, the auto launch is placed on the shooter-lane trigger, and the drop-target coils on the target. The safe coils, fish jaw, fish flasher and Bada Bing! relay are placed on the objects they move.
  • Drawing measurements (candidates). The five Episodes lamps 73-77, which the table stacks at one point, and the UK AUX posts, which the US table lacks.
  • Placements the drawings do not confirm. The flipper and slingshot coils, whose drawn boxes sit on coil bodies away from the bats and walls; the second Q31 flasher, which the table omits; and anything the spatial report lists.
  • G.I. The 33 G.I. placements, whose bottom-view drawing has no reliable control fit.

Nothing here is a disagreement about the machine; the blockers are missing geometry, so the record carries no conflicts.

Author construction checklist

  • Ball path. Build the 4-ball trough with stacking opto, the manual and auto shooter, two ejects, the three post-locks (each down while energized), the two control gates, the drop target with trip and reset, and the safe door with its two coils and limit switch.
  • Toys and scoring parts. Build the talking fish (jaw coil and eye flash), the Bada Bing! motor and dancers, three bumpers, two slingshots, two flippers with N.C. EOS, the spinner, standups, the 2-bank, the lanes and the orbits.
  • Initial state. Initialize 11-14 and -3 at 1. Pulse 15 per kicked ball.
  • Bindings. Bind Q15 at 48 and Q16 at 46; 45/47 are power phases and 15 is game-on. Bind 33-35 only for a UK build, and Q24 only for a coin meter.
  • Displays and lights. One 128x32 DMD in the cabinet. Recreate the 33 playfield G.I. bulbs, the 12 back-panel and 2 coin-door bulbs, all lamps and flashers.

Sources

  • manual.stern.the-sopranos.2005: SHA-256 4765c79a9fac44d14e4330477ffb4ab4d7af259499a3b5d1156adf83d75b0c88, IPDB 5053's service manual; excerpts under evidence/excerpts/stern.the-sopranos.2005/.
  • vpx-table.sopranos-freneticamnesic-32assassin-1-0-2 and its embedded script (56262b8b...), with the retained 1,441-file extraction and its manifest.
  • vpx-script.sopranos-v1-22: the pinned corpus script (ab44cf36...).
  • vpm-script-library.sega-vbs: sega.vbs (d6e508aa...).
  • runtime.the-sopranos.stacking-opto-and-gameplay: three LibPinMAME runs, summarized in evidence/runtime/whitestar/the-sopranos-stacking-opto-and-gameplay.json.
  • drawing-callouts.the-sopranos.2026-10-09: tools/seeds/stern/the-sopranos-2005-callouts.json.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
sopranosSopranos, The (5.00)
segames.c builds every Sopranos driver from one init_sopranos (INITGAME(sopranos, GEN_WS, se_dmd128x32, SE_BOARDID_520_5068_01)), so the controller routing, lamp columns, display and auxiliary board are identical; CPU 5.00 (sopcpua.500) with display 5.00 and the English sound set, the pinned parent driver the retained tables load (cGameName = "sopranos") and every harness run booted.
2005—identical
sopranolSopranos, The (5.00 Spanish)
segames.c builds every Sopranos driver from one init_sopranos (INITGAME(sopranos, GEN_WS, se_dmd128x32, SE_BOARDID_520_5068_01)), so the controller routing, lamp columns, display and auxiliary board are identical; CPU 5.00 with the Spanish display and sound set: a language revision of the same machine.
2005sopranosidentical
sopranoiSopranos, The (5.00 Italian)
segames.c builds every Sopranos driver from one init_sopranos (INITGAME(sopranos, GEN_WS, se_dmd128x32, SE_BOARDID_520_5068_01)), so the controller routing, lamp columns, display and auxiliary board are identical; CPU 5.00 with the Italian display and sound set: a language revision of the same machine.
2005sopranosidentical
sopranogSopranos, The (5.00 German)
segames.c builds every Sopranos driver from one init_sopranos (INITGAME(sopranos, GEN_WS, se_dmd128x32, SE_BOARDID_520_5068_01)), so the controller routing, lamp columns, display and auxiliary board are identical; CPU 5.00 with the German display and sound set: a language revision of the same machine.
2005sopranosidentical
sopranofSopranos, The (5.00 French)
segames.c builds every Sopranos driver from one init_sopranos (INITGAME(sopranos, GEN_WS, se_dmd128x32, SE_BOARDID_520_5068_01)), so the controller routing, lamp columns, display and auxiliary board are identical; CPU 5.00 with the French display and sound set: a language revision of the same machine.
2005sopranosidentical
soprano3Sopranos, The (3.00, alternative sound)
segames.c builds every Sopranos driver from one init_sopranos (INITGAME(sopranos, GEN_WS, se_dmd128x32, SE_BOARDID_520_5068_01)), so the controller routing, lamp columns, display and auxiliary board are identical; CPU 3.00 (the same sopcpua.300 as sopr300) with display 3.00 and an alternative sound set whose U7 differs (segames.c: 'alternative sound feat a unique U7'); a sound-ROM difference on unchanged hardware.
2005sopranosidentical
sopr400lSopranos, The (4.00 Spanish)
segames.c builds every Sopranos driver from one init_sopranos (INITGAME(sopranos, GEN_WS, se_dmd128x32, SE_BOARDID_520_5068_01)), so the controller routing, lamp columns, display and auxiliary board are identical; CPU 4.00 with the Spanish display and sound set: a firmware or language revision of the same machine.
2005sopranosidentical
sopr400iSopranos, The (4.00 Italian)
segames.c builds every Sopranos driver from one init_sopranos (INITGAME(sopranos, GEN_WS, se_dmd128x32, SE_BOARDID_520_5068_01)), so the controller routing, lamp columns, display and auxiliary board are identical; CPU 4.00 with the Italian display and sound set: a firmware or language revision of the same machine.
2005sopranosidentical

Parent set: sopranos — clones share this definition unless a hardware difference is noted.

Pinball memory maps

External source LGPL-3.0-only1 map

RAM layouts published by an independent project and mirrored here at a pinned commit. They are not part of this machine’s definition: nothing below was used as evidence for the definition, and none of it counts towards coverage. Check claims against the upstream project.

Commit
d8693b9

This program makes use of content from the Pinball Memory Maps project.

sopranos.map.json

whitestarv1format 0.8

maps/stern/whitestar/sopranos.map.json

Applies to ROMs
sopr107fsopr107gsopr107isopr107lsopr204sopr300sopr300fsopr300gsopr300isopr300lsopr400sopr400f
Sections
game_statehigh_scores

whitestar defines the RAM layout this map’s offsets are read against — the map is not interpretable without it.

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.

  • PinMAME catalog

    BSD-3-Clause

    pinmame.catalog.97aa922bf8e4

    Source locations

    Pinned catalog driver records for the sopranos clone tree (sopr107f, sopr107g, sopr107i, sopr107l, sopr204, sopr300, sopr300f, sopr300g, sopr300i, sopr300l, sopr400, sopr400f, sopr400g, sopr400i, sopr400l, soprano3, sopranof, sopranog, sopranoi, sopranol, sopranos)

    by
    PinMAME contributors
    rev
    97aa922bf8e4
  • PinMAME source

    BSD-3-Clause

    pinmame.core.97aa922bf8e4

    Source locations

    src/wpc/segames.c INITGAME macro (FLIP_SW(FLIP_L) | FLIP_SOL(FLIP_L), swCol 0, lampCol 2, custSol 0) and INITGAME(sopranos, GEN_WS, se_dmd128x32, SE_BOARDID_520_5068_01) with the 21 sopranos ROM sets; src/wpc/se.c switch_r (~core_getSwCol), dedswitch_r (flipper column swapped into U206 order, complemented), dip_r, se_solenoid_w (Q15/Q16 masked off and published at 47/45), the fast-flip byte at 0x04 driving public 15, the G.I. relay at gi[0], the 520-5068-01 ESTB latch at 33-35, ram_w's memory-protect gate on -3, nLamps = 64 + lampCol * 8; src/wpc/core.c core_updateSw (no FLIP_EOS: EOS bits untouched); src/wpc/core.h CORE_FIRSTCUSTSOL 51.

    by
    PinMAME contributors
    rev
    97aa922bf8e4
  • Human review

    BSD-3-Clause

    controller-profile.pinmame-whitestar

    Whitestar public switch (-3..0, 1-64, 81-88), DIP 1-8, solenoid 1-50, lamp and GI 0 address rules and their notes

    internal:controllers/pinmame/whitestar.json
    by
    PinMAME game definitions contributors
    rev
    repository
  • Human review

    identity.stern.the-sopranos.2005

    Source locations

    IPDB machine 5053 'The Sopranos' (Stern Pinball, February 2005, model I-0085, Stern Whitestar (modified), 4 players), read live in an interactive browser session. Its documentation list carries the service manual whose bytes match the retained copy, and its note that a few S.A.M.-board games were shipped overseas for testing and converted to Whitestar before sale.

    by
    Internet Pinball Database contributors
  • Operator manual

    manual.stern.the-sopranos.2005

    Source locations

    Stern The Sopranos Pinball Game Service Manual (214 pages, born-digital with scanned location drawings). PDF 6-9 are the front-matter Dr. Pinball sheets (DR. 4 switch matrix and locations, DR. 5 lamp matrix and locations, DR. 6 coil chart, DR. 7 coil and flash locations); PDF 83 the playfield switch parts; PDF 100-121 the major assemblies; PDF 123-131 the Section 5 coil chart copy, I/O board, G.I., flipper and cabinet wiring. Direct resource https://www.ipdb.org/files/5053/Stern_2005_The_Sopranos_Pinball_Game_Service_Manual_labeled_as_Pinball_Service_Game_Manual.pdf, re-downloaded on 2026-10-09 with the same SHA-256 as the copy retained on 2026-08-31 under a shortened name.

    external:pinmame-manuals/by-machine/stern.the-sopranos.2005/ipdb-archive/Stern_2005_The_Sopranos_Service_Manual.pdf
    by
    Stern Pinball, Inc.; hosted by the Internet Pinball Machine Database
    sha256
    4765c79a9fac…
  • VPX table

    vpx-table.sopranos-freneticamnesic-32assassin-1-0-2

    Source locations

    Retained freneticamnesic/32assassin 1.0.2 recreation (table info: 'Beta table by freneticamnesic, strip and rebuild on VP 10.5 by 32assassin'). Exact playfield bounds are left=0 top=0 right=952 bottom=2300; normalized coordinates are x/952 and y/2300. Geometry authority only for the objects its embedded script binds; the placement seed tools/seeds/stern/the-sopranos-2005-spatial.json lists them.

    external:pinmame-vpx-sources/stern/the-sopranos-2005/Sopranos,%20The%20(Stern%202005).vpx
    by
    freneticamnesic and 32assassin (table authors)
    sha256
    9bbc98d47888…
  • VPX script

    vpx-script.sopranos-freneticamnesic-32assassin-1-0-2

    Source locations

    The retained table's embedded script (identical to extracted-vpxtool/script.vbs). Runtime authority for controller callbacks: Const cGameName = "sopranos", LoadVPM "01560000", "sega.VBS", 3.10, HandleMechanics = 0, the bsTrough/bsTEject/bsRScoop ball stacks, dtSingle, plungerIM, the SolCallback table and the NFadeL lamp calls. Known table defects: solTrough pulses 22 instead of the stacking opto 15, and the right-ramp switch 25 is a spinner; its Start-key writes to 16 are unreachable behind the VPinMAME key handler.

    external:pinmame-vpx-sources/stern/the-sopranos-2005/Sopranos,%20The%20(Stern%202005).vbs
    by
    freneticamnesic and 32assassin (table authors)
    sha256
    56262b8bb13d…
  • VPX table

    vpx-extraction.sopranos-freneticamnesic-32assassin-1-0-2

    Source locations

    Canonical manifest covering every sorted relative POSIX path, byte size and SHA-256 under extracted-vpxtool; manifest SHA-256 7e2a9c25d8f694b6f6cf24b375f9d95b6450f4a1463ba245a0487a93395dc091; 1441 files, 115101357 bytes, extracted with vpxtool from the retained table. Bounds are left=0 top=0 right=952 bottom=2300.

    external:pinmame-vpx-sources/stern/the-sopranos-2005/extracted-vpxtool.manifest.json
    by
    vpxtool extraction
  • VPX script

    vpx-script.sopranos-v1-22

    Source locations

    Pinned corpus script of the 2024 'Modern Upgrade' v1.22 of the same table lineage (credited to JPSalas, freneticamnesic, 32assassin and others). Its SolCallback table (lines 110-137), ball stacks (lines 429-451) and switch handlers (lines 582-652) repeat the 1.0.2 bindings, including solTrough's PulseSw 22 (line 225), and writes 16 on the Start key before calling the VPinMAME key handler (lines 496, 554); it rebinds 25 from a spinner to a Hit handler (line 617). It corroborates the bindings, not independently: both descend from one table.

    github.comlines 110-137), ball stacks (lines 429-451) and switch handlers (lines 582-652) repeat the 1.0.2 bindings, including solTrough's PulseSw 22 (line 225), and writes 16 on the Start key before calling the VPinMAME key handler (lines 496, 554
    by
    Table authors credited in the script; vpxtable_scripts contributors
    rev
    0c036bb61b4b
    sha256
    ab44cf364d11…
  • VPX script

    vpm-script-library.sega-vbs

    Source locations

    VPinMAME Sega/Stern Whitestar script library the retained table loads, copied from the contributor's Visual Pinball Scripts folder beside the core.vbs it executes (SHA-256 a228644ec9714e32c5c6764254b151dc3ec9df2c438dd5a7ce9e9f324cc56f69). It defines GameOnSolenoid = 15, swBlack 0 / swGreen -1 / swRed -2 / swMemoryProtect -3, swStartButton 54, swTilt 56, swSlamTilt 55, swCoin3 4 / swCoin1 5 / swCoin2 6, swLRFlip 82, swLLFlip 84, swURFlip 81 and swULFlip 83, and the country DIP form.

    external:pinmame-review-artifacts/vpm-script-libs/sega.vbs
    by
    VPinMAME script authors
    sha256
    d6e508aac516…
  • ROM analysis

    rom.stern.the-sopranos.5-00

    User-authorized read-only archive whose members match the pinned sopranos ROM set (sopcpua.500 CRC e3430f28, sopdspa.500 CRC 170bd8d1); used to identify the ROM the harness booted. ROM bytes stay external.

    external:vpinmame-roms/sopranos.zip
    by
    Stern Pinball game code; ROM bytes remain external
    rev
    5.00
    sha256
    4d32c78ad266…
  • Runtime run

    runtime.the-sopranos.stacking-opto-and-gameplay

    Source locations

    Three hash-pinned LibPinMAME harness runs of sopranos (library SHA-256 dfcd9f9407dc..., built from 97aa922b) from empty NVRAM with built-in mechanisms off: sopranos-stacking-opto (run.json SHA-256 5de079333c90..., directory manifest de91a43d8bc6...), sopranos-stacking-opto-boot-active (run.json SHA-256 95d0063af50b..., directory manifest 7e9ea152c884...), sopranos-gameplay (run.json SHA-256 c028484815bb..., directory manifest 042fdd91dd53...). Scenarios under tools/harness-scenarios/whitestar; tools/sopranos_runtime_evidence.py derives the committed per-step transitions from the retained runs.

    internal:evidence/runtime/whitestar/the-sopranos-stacking-opto-and-gameplay.json
    by
    Generated locally from pinned PinMAME and the user-authorized ROM corpus; ROM bytes remain external
    rev
    97aa922bf8e4
  • Human review

    drawing-callouts.the-sopranos.2026-10-09

    Source locations

    2026-10-09 factory location-drawing callout check of PDF 6, 7 and 9 (DR. 4, DR. 5 and DR. 7): every callout transcribed independently on the committed excerpt crops, per-page control and callout fits; a table placement whose own callout lands within 0.07 normalized under both fits is validated (tools/drawing_callouts.py). Reads, overlays and the generator are retained under review-artifacts with a pinned manifest.

    internal:tools/seeds/stern/the-sopranos-2005-callouts.json
    by
    PinMAME game definitions contributors
    sha256
    01093f01023f…

Something wrong or missing?

This definition still has 1 unmet requirement, listed under Missing data below. Fixes belong in the definition itself — editing on GitHub forks it for you and opens the pull request.

Cite a source for anything you change — a manual page, a line in a working VPX script, PinMAME source, or a reading from the machine's own service menu. Claims without provenance cannot be validated.

Same platform

Missing data

What this game definition still needs to reach 100% and become author-ready.

  • Physical device locations

    Establish validated playfield locations for every physical sensor, actuator and light emitter, including bulb counts and justified projections.

Recorded completion blockers

Unresolved physical geometry

  • The trough switches 11-15 and the safe limit 10 are not modelled by the table; their placements are projections onto mechanism objects and stay observed.
  • The five Episodes lamps 73-77 share one table point; their drawing-measured placements are candidates.
  • The UK AUX posts 33-35 are not in the US table; their drawing-measured placements are candidates.
  • The flipper and slingshot coils, the Q31 left flasher, the second Q29 dome and other placements listed below fail the callout limit or have no callout, and stay observed.
  • The G.I. drawing is a mirrored bottom view without reliable controls, so the 33 G.I. placements stay observed although their count matches.

Promotion decision

partial: every used device has a placement or a controlled not-applicable record, but projections, candidates and placements the drawings do not confirm keep spatial_placement in coverage.missing.

Read the curation report