24

Partial

Stern2009SAMstern.twenty-four.2009

4 unresolved conflicts

  • The pinned v2.3.1 script and exact table identify Q21/Q23/Q25/Q30 as the four suitcase stepper drive positions, but no authoritative source establishes their A/B/C/D phase order or individual wiring. The ordinary coil test skips these decoder holes and the suitcase menu capture proves only that a separate test exists. mechanisms[mechanism.suitcase].behavior
  • The ROM diagnostics establish switch labels and state behavior, and Stern page 43 identifies two suitcase microswitch part types, but the available official material does not establish factory contact construction, normal state, and mounting/seat for every used playfield contact. Used matrix records therefore retain switch_type unknown. inputs[*].physical
  • The exact VPX exposes Drain and BallRelease but no SW18-SW22 contact objects. The ordered five-point projection preserves controller order and shared-assembly geometry with about +/-0.03 normalized practical uncertainty, but not physical seat coordinates or contact/optic construction. inputs[pinmame.input.switch 18-22].spatial
  • The ROM diagnostic groups lamps 72-75 as CTU and 76-78 as MOLE without establishing individual face order; the exact script's Q27 description contains the tentative 'under jet?' wording. Bindings and coordinates are retained, but physical naming is not fully authoritative. outputs[pinmame.output.lamp 72-78] and outputs[pinmame.output.solenoid 27]

Wire it up

what an authoring tool needs first
Bind this ROM
twenty4_150

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

Controller platform
pinmame.sam

PinMAME already reports logical active state. Do not invert again in the table — normally-closed is a physical fact recorded per switch, not a runtime transform.

Displays
  • Dot-matrix display128×32
Address space
Switches
-7–88 (88)
Solenoids
1–66 (49)
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
3Safe House eject18Trough 4 left19Trough 320Trough 221Trough 1 right22Trough jam23Shooter lane43Suitcase lock bottom44Suitcase lock middle45Suitcase lock top

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

Cabinet & flipper inputs
84flipper.lower.left.button83flipper.lower.left.eos82flipper.lower.right.button81flipper.lower.right.eos15cabinet.tournament-start16cabinet.start65cabinet.coin.left66cabinet.coin.center67cabinet.coin.right69cabinet.coin.fifth-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

178 placements · 15 stacked · normalised player view · outline is nominal

1 House standup left2 House standup right23 Safe House eject · 3 Safe House eject4 Cell Phone target5 CHLOE C target6 CHLOE H target7 CHLOE L target8 CHLOE O target9 CHLOE E target10 Left-loop spinner11 House drop target left13 House drop target right214 Left control gate · 46 Left orbit18 Trough 4 left19 Trough 320 Trough 221 Trough 1 right22 Trough jam23 Shooter lane24 Left outlane25 Left return lane326 Left slingshot · 17 Left slingshot · 31 Slingshot flash x2327 Right slingshot · 18 Right slingshot · 31 Slingshot flash x228 Right return lane29 Right outlane330 Left pop bumper · 9 Left pop bumper · 60 Left pop bumper331 Right pop bumper · 10 Right pop bumper · 61 Right pop bumper332 Bottom pop bumper · 11 Bottom pop bumper · 62 Bottom pop bumper33 MOLE two-bank left target34 MOLE two-bank right target39 Right three-bank bottom target40 Right three-bank middle target41 Right three-bank top target43 Suitcase lock bottom244 Suitcase lock middle · 73 CTU insert 2245 Suitcase lock top · 28 Suitcase lock and release post548 Suitcase home · 21 Suitcase stepper drive Q21 · 23 Suitcase stepper drive Q23 · 25 Suitcase stepper drive Q25 · 30 Suitcase stepper drive Q3054 Right orbit55 Left top lane56 Center top lane57 Right top lane58 Right ramp entrance260 Single drop target left · 4 Single drop target left reset261 Single drop target right · 5 Single drop target right reset62 Sniper target283 Left flipper end-of-stroke · 15 Left flipper281 Right flipper end-of-stroke · 16 Right flipper1 Trough up-kicker2 Auto launch6 Left control gate7 Right control gate12 Safe House facade13 House two-bank reset314 Sniper facade · 20 Sniper flash x2 · 74 CTU insert 319 Safe House flash x322 Left ramp up-post26 Pop bumper flash x327 Right-side flash29 Sniper up-post32 Left-spinner flash x33 Shoot Again4 Save the President5 Master Agent6 Super Jackpot7 MOLE X: Right Orbit8 Cell Phone10 CELL C11 CELL E12 CELL L left13 CELL L right14 Right three-bank top15 Right three-bank middle16 Right three-bank bottom17 Terrorists18 Destroy Safe House19 Safe Houses Multiball20 Safe Houses Jackpot21 Safe Houses Super Jackpot22 Safe House Jackpot23 Lock 124 Lock 225 Suitcase Multiball26 Suitcase Jackpot27 Suitcase Super Jackpot28 Nuke Jackpot29 Fire Fight30 Hurry Up31 Snipers Multiball32 Snipers Jackpot33 Snipers Super Jackpot34 Sniper Jackpot35 Scene 136 Scene 237 Scene 338 Scene 439 Scene 540 Scene 641 CHLOE C42 CHLOE H43 CHLOE L44 CHLOE O45 CHLOE E46 Left Loop arrow 2447 Left Loop arrow red48 Single drop left 2449 Single drop right 2450 Escape51 Right Ramp arrow 2452 MOLE X: Suitcase53 Right Ramp arrow red54 Suitcase right55 MOLE X: Dead End56 Dead End arrow 2457 Dead End arrow red58 Extra Ball59 Sniper63 Right Loop arrow 2464 Right Loop arrow red65 Safe House arrow left66 Safe House arrow center67 Safe House arrow right68 Safe House arrow red69 MOLE X: Safe House70 Left Ramp arrow 2471 Left Ramp arrow red72 CTU insert 175 CTU insert 476 MOLE insert 177 MOLE insert 278 MOLE insert 379 Suitcase left80 Special0 General illumination master0 General illumination master0 General illumination master0 General illumination master0 General illumination master0 General illumination master0 General illumination master0 General illumination master0 General illumination master0 General illumination master0 General illumination master0 General illumination master0 General illumination master0 General illumination master0 General illumination master0 General illumination master0 General illumination master0 General illumination master0 General illumination master0 General illumination master0 General illumination master0 General illumination master

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 playfield106
  • sensorsenses the ball48
  • effectmoves the ball24
  • nStackseveral devices in one spot15
156 devices shown

Not on the playfield26 unused, 19 cabinet or service, 17 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.

Catalog Identity
validated
Address Enumeration
validated
Semantic Naming
conflicted
Physical Wiring
conflicted
Mechanisms
conflicted
Variant Coverage
validated
Recreation Knowledge
conflicted
Still missing · 6
Input SemanticsOutput SemanticsMechanism BehaviorRecreation NotesSpatial PlacementUnresolved Conflicts

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.d17-pendulum-tilt
cabinet.tilt
J13-P1LGN-BRN
J13-P10BLK
CPU/Sound board dedicated-switch input
validated
-6
Slam tiltNC
Tilt
switch.d18-slam-tilt
cabinet.slam-tilt
J13-P3LGN-RED
J13-P10BLK
CPU/Sound board dedicated-switch input
validated
-5
Optional ticket notchopt
Microswitch
switch.d19-optional-ticket-notch
cabinet.ticket-notch
J13-P4LGN-ORG
J13-P10BLK
CPU/Sound board dedicated-switch input
validated
-4
Unused dedicated switch D20
switch.d20-unused-dedicated-switch-d20
J13-P5LGN-YEL
J13-P10BLK
CPU/Sound board dedicated-switch input
validated
-3
Coin-door Back button
Button
switch.d21-coin-door-back-button
service.back
J13-P6LGN-BLK
J13-P10BLK
CPU/Sound board dedicated-switch input
validated
-2
Coin-door Minus button
Button
switch.d22-coin-door-minus-button
service.down
J13-P7LGN-BLU
J13-P10BLK
CPU/Sound board dedicated-switch input
validated
-1
Coin-door Plus button
Button
switch.d23-coin-door-plus-button
service.up
J13-P8LGN-VIO
J13-P10BLK
CPU/Sound board dedicated-switch input
validated
0
Coin-door Select button
Button
switch.d24-coin-door-select-button
service.enter
J13-P9LGN-GRY
J13-P10BLK
CPU/Sound board dedicated-switch input
validated
1
House standup left
switch.1-house-standup-left
J1-P1GRN-BRN
J6-P9WHT-BRN
CPU/Sound board
validated
2
House standup right
switch.2-house-standup-right
J1-P1GRN-BRN
J6-P8WHT-RED
CPU/Sound board
validated
3
Safe House eject
switch.3-safe-house-eject
ball.position
J1-P1GRN-BRN
J6-P7WHT-ORG
CPU/Sound board
validated
4
Cell Phone target
switch.4-cell-phone-target
J1-P1GRN-BRN
J6-P6WHT-YEL
CPU/Sound board
validated
5
CHLOE C target
switch.5-chloe-c-target
J1-P1GRN-BRN
J6-P5WHT-GRN
CPU/Sound board
validated
6
CHLOE H target
switch.6-chloe-h-target
J1-P1GRN-BRN
J6-P3WHT-BLU
CPU/Sound board
validated
7
CHLOE L target
switch.7-chloe-l-target
J1-P1GRN-BRN
J6-P2WHT-VIO
CPU/Sound board
validated
8
CHLOE O target
switch.8-chloe-o-target
J1-P1GRN-BRN
J6-P1WHT-GRY
CPU/Sound board
validated
9
CHLOE E target
switch.9-chloe-e-target
J1-P1GRN-BRN
J12-P9TAN-BLK
CPU/Sound board
validated
10
Left-loop spinner
switch.10-left-loop-spinner
J1-P1GRN-BRN
J12-P8TAN-RED
CPU/Sound board
validated
11
House drop target left
switch.11-house-drop-target-left
position.down
J1-P1GRN-BRN
J12-P7TAN-ORG
CPU/Sound board
validated
12
Unused matrix switch 12
switch.12-unused-matrix-switch-12
J1-P1GRN-BRN
J12-P6TAN-YEL
CPU/Sound board
validated
13
House drop target right
switch.13-house-drop-target-right
position.down
J1-P1GRN-BRN
J12-P4TAN-GRN
CPU/Sound board
validated
14
Left control gate
switch.14-left-control-gate
J1-P1GRN-BRN
J12-P3TAN-BLU
CPU/Sound board
validated
15
Tournament Start
Button
switch.15-tournament-start
cabinet.tournament-start
J1-P1GRN-BRN
J12-P2TAN-VIO
CPU/Sound board
validated
16
Start button
Button
switch.16-start-button
cabinet.start
J1-P1GRN-BRN
J12-P1TAN-WHT
CPU/Sound board
validated
17
Unused matrix switch 17
switch.17-unused-matrix-switch-17
J1-P3GRN-RED
J6-P9WHT-BRN
CPU/Sound board
validated
18
Trough 4 left
switch.18-trough-4-left
ball.positioninternal.trough
J1-P3GRN-RED
J6-P8WHT-RED
CPU/Sound board
validated
19
Trough 3
switch.19-trough-3
ball.positioninternal.trough
J1-P3GRN-RED
J6-P7WHT-ORG
CPU/Sound board
validated
20
Trough 2
switch.20-trough-2
ball.positioninternal.trough
J1-P3GRN-RED
J6-P6WHT-YEL
CPU/Sound board
validated
21
Trough 1 right
switch.21-trough-1-right
ball.positioninternal.trough
J1-P3GRN-RED
J6-P5WHT-GRN
CPU/Sound board
validated
22
Trough jam
switch.22-trough-jam
ball.positioninternal.trough
J1-P3GRN-RED
J6-P3WHT-BLU
CPU/Sound board
validated
23
Shooter lane
switch.23-shooter-lane
ball.position
J1-P3GRN-RED
J6-P2WHT-VIO
CPU/Sound board
validated
24
Left outlane
switch.24-left-outlane
J1-P3GRN-RED
J6-P1WHT-GRY
CPU/Sound board
validated
25
Left return lane
switch.25-left-return-lane
J1-P3GRN-RED
J12-P9TAN-BLK
CPU/Sound board
validated
26
Left slingshot
switch.26-left-slingshot
J1-P3GRN-RED
J12-P8TAN-RED
CPU/Sound board
validated
27
Right slingshot
switch.27-right-slingshot
J1-P3GRN-RED
J12-P7TAN-ORG
CPU/Sound board
validated
28
Right return lane
switch.28-right-return-lane
J1-P3GRN-RED
J12-P6TAN-YEL
CPU/Sound board
validated
29
Right outlane
switch.29-right-outlane
J1-P3GRN-RED
J12-P4TAN-GRN
CPU/Sound board
validated
30
Left pop bumper
switch.30-left-pop-bumper
J1-P3GRN-RED
J12-P3TAN-BLU
CPU/Sound board
validated
31
Right pop bumper
switch.31-right-pop-bumper
J1-P3GRN-RED
J12-P2TAN-VIO
CPU/Sound board
validated
32
Bottom pop bumper
switch.32-bottom-pop-bumper
J1-P3GRN-RED
J12-P1TAN-WHT
CPU/Sound board
validated
33
MOLE two-bank left target
switch.33-mole-two-bank-left-target
J1-P4GRN-ORG
J6-P9WHT-BRN
CPU/Sound board
validated
34
MOLE two-bank right target
switch.34-mole-two-bank-right-target
J1-P4GRN-ORG
J6-P8WHT-RED
CPU/Sound board
validated
35
Unused matrix switch 35
switch.35-unused-matrix-switch-35
J1-P4GRN-ORG
J6-P7WHT-ORG
CPU/Sound board
validated
36
Unused matrix switch 36
switch.36-unused-matrix-switch-36
J1-P4GRN-ORG
J6-P6WHT-YEL
CPU/Sound board
validated
37
Unused matrix switch 37
switch.37-unused-matrix-switch-37
J1-P4GRN-ORG
J6-P5WHT-GRN
CPU/Sound board
validated
38
Unused matrix switch 38
switch.38-unused-matrix-switch-38
J1-P4GRN-ORG
J6-P3WHT-BLU
CPU/Sound board
validated
39
Right three-bank bottom target
switch.39-right-three-bank-bottom-target
J1-P4GRN-ORG
J6-P2WHT-VIO
CPU/Sound board
validated
40
Right three-bank middle target
switch.40-right-three-bank-middle-target
J1-P4GRN-ORG
J6-P1WHT-GRY
CPU/Sound board
validated
41
Right three-bank top target
switch.41-right-three-bank-top-target
J1-P4GRN-ORG
J12-P9TAN-BLK
CPU/Sound board
validated
42
Unused matrix switch 42
switch.42-unused-matrix-switch-42
J1-P4GRN-ORG
J12-P8TAN-RED
CPU/Sound board
validated
43
Suitcase lock bottom
switch.43-suitcase-lock-bottom
ball.position
J1-P4GRN-ORG
J12-P7TAN-ORG
CPU/Sound board
validated
44
Suitcase lock middle
switch.44-suitcase-lock-middle
ball.position
J1-P4GRN-ORG
J12-P6TAN-YEL
CPU/Sound board
validated
45
Suitcase lock top
switch.45-suitcase-lock-top
ball.position
J1-P4GRN-ORG
J12-P4TAN-GRN
CPU/Sound board
validated
46
Left orbit
switch.46-left-orbit
J1-P4GRN-ORG
J12-P3TAN-BLU
CPU/Sound board
validated
47
Unused matrix switch 47
switch.47-unused-matrix-switch-47
J1-P4GRN-ORG
J12-P2TAN-VIO
CPU/Sound board
validated
48
Suitcase home
switch.48-suitcase-home
position.home
J1-P4GRN-ORG
J12-P1TAN-WHT
CPU/Sound board
validated
49
Unused matrix switch 49
switch.49-unused-matrix-switch-49
J1-P5GRN-YEL
J6-P9WHT-BRN
CPU/Sound board
validated
50
Unused matrix switch 50
switch.50-unused-matrix-switch-50
J1-P5GRN-YEL
J6-P8WHT-RED
CPU/Sound board
validated
51
Unused matrix switch 51
switch.51-unused-matrix-switch-51
J1-P5GRN-YEL
J6-P7WHT-ORG
CPU/Sound board
validated
52
Unused matrix switch 52
switch.52-unused-matrix-switch-52
J1-P5GRN-YEL
J6-P6WHT-YEL
CPU/Sound board
validated
53
Unused matrix switch 53
switch.53-unused-matrix-switch-53
J1-P5GRN-YEL
J6-P5WHT-GRN
CPU/Sound board
validated
54
Right orbit
switch.54-right-orbit
J1-P5GRN-YEL
J6-P3WHT-BLU
CPU/Sound board
validated
55
Left top lane
switch.55-left-top-lane
J1-P5GRN-YEL
J6-P2WHT-VIO
CPU/Sound board
validated
56
Center top lane
switch.56-center-top-lane
J1-P5GRN-YEL
J6-P1WHT-GRY
CPU/Sound board
validated
57
Right top lane
switch.57-right-top-lane
J1-P5GRN-YEL
J12-P9TAN-BLK
CPU/Sound board
validated
58
Right ramp entrance
switch.58-right-ramp-entrance
J1-P5GRN-YEL
J12-P8TAN-RED
CPU/Sound board
validated
59
Unused matrix switch 59
switch.59-unused-matrix-switch-59
J1-P5GRN-YEL
J12-P7TAN-ORG
CPU/Sound board
validated
60
Single drop target left
switch.60-single-drop-target-left
position.down
J1-P5GRN-YEL
J12-P6TAN-YEL
CPU/Sound board
validated
61
Single drop target right
switch.61-single-drop-target-right
position.down
J1-P5GRN-YEL
J12-P4TAN-GRN
CPU/Sound board
validated
62
Sniper target
switch.62-sniper-target
J1-P5GRN-YEL
J12-P3TAN-BLU
CPU/Sound board
validated
63
Unused matrix switch 63
switch.63-unused-matrix-switch-63
J1-P5GRN-YEL
J12-P2TAN-VIO
CPU/Sound board
validated
64
Unused matrix switch 64
switch.64-unused-matrix-switch-64
J1-P5GRN-YEL
J12-P1TAN-WHT
CPU/Sound board
validated
65
Left coin chute
Button
switch.d1-left-coin-chute
cabinet.coin.left
J2-P2PNK-BRN
J2-P1/11BLK
CPU/Sound board dedicated-switch input
validated
66
Center coin chute
Button
switch.d2-center-coin-chute
cabinet.coin.center
J2-P3PNK-RED
J2-P1/11BLK
CPU/Sound board dedicated-switch input
validated
67
Right coin chute
Button
switch.d3-right-coin-chute
cabinet.coin.right
J2-P4PNK-ORG
J2-P1/11BLK
CPU/Sound board dedicated-switch input
validated
68
Unused fourth coin chute
switch.d4-unused-fourth-coin-chute
J2-P6PNK-YEL
J2-P1/11BLK
CPU/Sound board dedicated-switch input
validated
69
Optional fifth coin chuteopt
Button
switch.d5-optional-fifth-coin-chute
cabinet.coin.fifth
J2-P7PNK-GRN
J2-P1/11BLK
CPU/Sound board dedicated-switch input
validated
70
Unused dedicated switch D6
switch.d6-unused-dedicated-switch-d6
J2-P8PNK-BLU
J2-P1/11BLK
CPU/Sound board dedicated-switch input
validated
71
Unused Home switch
switch.d7-unused-home-switch
J2-P9PNK-VIO
J2-P1/11BLK
CPU/Sound board dedicated-switch input
validated
72
Unused Away switch
switch.d8-unused-away-switch
J2-P10PNK-GRY
J2-P1/11BLK
CPU/Sound board dedicated-switch input
validated
81
Right flipper end-of-strokeNC
Leaf
switch.d12-right-flipper-end-of-stroke
flipper.lower.right.eos
J3-P5GRY-YEL
J3-P10BLK
CPU/Sound board dedicated-switch input
validated
82
Right flipper button
Button
switch.d11-right-flipper-button
flipper.lower.right.button
J3-P4GRY-ORG
J3-P10BLK
CPU/Sound board dedicated-switch input
validated
83
Left flipper end-of-strokeNC
Leaf
switch.d10-left-flipper-end-of-stroke
flipper.lower.left.eos
J3-P2GRY-RED
J3-P10BLK
CPU/Sound board dedicated-switch input
validated
84
Left flipper button
Button
switch.d9-left-flipper-button
flipper.lower.left.button
J3-P1GRY-BRN
J3-P10BLK
CPU/Sound board dedicated-switch input
validated
85
Unused dedicated switch D16
switch.d16-unused-dedicated-switch-d16
J3-P9GRY-BLK
J3-P10BLK
CPU/Sound board dedicated-switch input
validated
86
Unused dedicated switch D15
switch.d15-unused-dedicated-switch-d15
J3-P8GRY-VIO
J3-P10BLK
CPU/Sound board dedicated-switch input
validated
87
Unused dedicated switch D14
switch.d14-unused-dedicated-switch-d14
J3-P7GRY-BLU
J3-P10BLK
CPU/Sound board dedicated-switch input
validated
88
Unused dedicated switch D13
switch.d13-unused-dedicated-switch-d13
J3-P6GRY-GRN
J3-P10BLK
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.1-trough-up-kicker Coil
Q1BRN-BLK
I/O Power Driver board
validated
2
Auto launch
device.2-auto-launch Coil
Q2BRN-RED
I/O Power Driver board
validated
3
Safe House eject
device.3-safe-house-eject Coil
Q3BRN-ORG
I/O Power Driver board
validated
4
Single drop target left reset
device.4-single-drop-target-left-reset Coil
Q4BRN-YEL
I/O Power Driver board
validated
5
Single drop target right reset
device.5-single-drop-target-right-reset Coil
Q5BRN-GRN
I/O Power Driver board
validated
6
Left control gate
device.6-left-control-gate Coil
Q6BRN-BLU
I/O Power Driver board
validated
7
Right control gate
device.7-right-control-gate Coil
Q7BRN-VIO
I/O Power Driver board
validated
8
Optional shaker motoropt
device.8-optional-shaker-motor Motor
cabinet.shaker
Q8BRN-GRY
I/O Power Driver board
validated
9
Left pop bumper
device.9-left-pop-bumper Coil
Q9BLU-BRN
I/O Power Driver board
validated
10
Right pop bumper
device.10-right-pop-bumper Coil
Q10BLU-RED
I/O Power Driver board
validated
11
Bottom pop bumper
device.11-bottom-pop-bumper Coil
Q11BLU-ORG
I/O Power Driver board
validated
12
Safe House facade
device.12-safe-house-facade Coil
Q12BLU-YEL
I/O Power Driver board
validated
13
House two-bank reset
device.13-house-two-bank-reset Coil
Q13BLU-GRN
I/O Power Driver board
validated
14
Sniper facade
device.14-sniper-facade Coil
Q14BLU-BLK
I/O Power Driver board
validated
15
Left flipper
device.15-left-flipper Coil
Q15ORG-GRY
I/O Power Driver board
validated
16
Right flipper
device.16-right-flipper Coil
Q16ORG-VIO
I/O Power Driver board
validated
17
Left slingshot
device.17-left-slingshot Coil
Q17VIO-BRN
I/O Power Driver board
validated
18
Right slingshot
device.18-right-slingshot Coil
Q18VIO-RED
I/O Power Driver board
validated
21
Suitcase stepper drive Q21
device.21-suitcase-stepper-drive-q21 Motor
Q21VIO-GRN
I/O Power Driver board
validated
22
Left ramp up-post
device.22-left-ramp-up-post Coil
Q22VIO-BLU
I/O Power Driver board
validated
23
Suitcase stepper drive Q23
device.23-suitcase-stepper-drive-q23 Motor
Q23VIO-BLK
I/O Power Driver board
validated
24
Optional 5 V controlled deviceopt
device.24-optional-5-v-controlled-device Coil
cabinet.coin-meter
Q24VIO-GRY
I/O Power Driver board
validated
25
Suitcase stepper drive Q25
device.25-suitcase-stepper-drive-q25 Motor
Q25BLK-BRN
I/O Power Driver board
validated
28
Suitcase lock and release post
device.28-suitcase-lock-and-release-post Coil
Q28BLK-YEL
I/O Power Driver board
validated
29
Sniper up-post
device.29-sniper-up-post Coil
Q29BLK-GRN
I/O Power Driver board
validated
30
Suitcase stepper drive Q30
device.30-suitcase-stepper-drive-q30 Motor
Q30BLK-BLU
I/O Power Driver board
validated

Flashers

6
6 shown
# Name Device ID Wiring Evidence
19
Safe House flash x3
device.19-safe-house-flash-x3
Q19VIO-ORG
I/O Power Driver board
validated
20
Sniper flash x2
device.20-sniper-flash-x2
Q20VIO-YEL
I/O Power Driver board
validated
26
Pop bumper flash x3
device.26-pop-bumper-flash-x3
Q26BLK-RED
I/O Power Driver board
validated
27
Right-side flash
device.27-right-side-flash
Q27BLK-ORG
I/O Power Driver board
validated
31
Slingshot flash x2
device.31-slingshot-flash-x2
Q31BLK-VIO
I/O Power Driver board
validated
32
Left-spinner flash x3
device.32-left-spinner-flash-x3
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 Role Wiring Evidence
1
Start Button
lamp.1-start-button
cabinet.start
I/O Power Driver board lamp matrix
validated
2
Tournament Start Button
lamp.2-tournament-start-button
cabinet.tournament
I/O Power Driver board lamp matrix
validated
3
Shoot Again
lamp.3-shoot-again
I/O Power Driver board lamp matrix
validated
4
Save the President
lamp.4-save-the-president
I/O Power Driver board lamp matrix
validated
5
Master Agent
lamp.5-master-agent
I/O Power Driver board lamp matrix
validated
6
Super Jackpot
lamp.6-super-jackpot
I/O Power Driver board lamp matrix
validated
7
MOLE X: Right Orbit
lamp.7-mole-x-right-orbit
I/O Power Driver board lamp matrix
validated
8
Cell Phone
lamp.8-cell-phone
I/O Power Driver board lamp matrix
validated
9
Not used
lamp.9-not-used
I/O Power Driver board lamp matrix
validated
10
CELL C
lamp.10-cell-c
I/O Power Driver board lamp matrix
validated
11
CELL E
lamp.11-cell-e
I/O Power Driver board lamp matrix
validated
12
CELL L left
lamp.12-cell-l-left
I/O Power Driver board lamp matrix
validated
13
CELL L right
lamp.13-cell-l-right
I/O Power Driver board lamp matrix
validated
14
Right three-bank top
lamp.14-right-three-bank-top
I/O Power Driver board lamp matrix
validated
15
Right three-bank middle
lamp.15-right-three-bank-middle
I/O Power Driver board lamp matrix
validated
16
Right three-bank bottom
lamp.16-right-three-bank-bottom
I/O Power Driver board lamp matrix
validated
17
Terrorists
lamp.17-terrorists
I/O Power Driver board lamp matrix
validated
18
Destroy Safe House
lamp.18-destroy-safe-house
I/O Power Driver board lamp matrix
validated
19
Safe Houses Multiball
lamp.19-safe-houses-multiball
I/O Power Driver board lamp matrix
validated
20
Safe Houses Jackpot
lamp.20-safe-houses-jackpot
I/O Power Driver board lamp matrix
validated
21
Safe Houses Super Jackpot
lamp.21-safe-houses-super-jackpot
I/O Power Driver board lamp matrix
validated
22
Safe House Jackpot
lamp.22-safe-house-jackpot
I/O Power Driver board lamp matrix
validated
23
Lock 1
lamp.23-lock-1
I/O Power Driver board lamp matrix
validated
24
Lock 2
lamp.24-lock-2
I/O Power Driver board lamp matrix
validated
25
Suitcase Multiball
lamp.25-suitcase-multiball
I/O Power Driver board lamp matrix
validated
26
Suitcase Jackpot
lamp.26-suitcase-jackpot
I/O Power Driver board lamp matrix
validated
27
Suitcase Super Jackpot
lamp.27-suitcase-super-jackpot
I/O Power Driver board lamp matrix
validated
28
Nuke Jackpot
lamp.28-nuke-jackpot
I/O Power Driver board lamp matrix
validated
29
Fire Fight
lamp.29-fire-fight
I/O Power Driver board lamp matrix
validated
30
Hurry Up
lamp.30-hurry-up
I/O Power Driver board lamp matrix
validated
31
Snipers Multiball
lamp.31-snipers-multiball
I/O Power Driver board lamp matrix
validated
32
Snipers Jackpot
lamp.32-snipers-jackpot
I/O Power Driver board lamp matrix
validated
33
Snipers Super Jackpot
lamp.33-snipers-super-jackpot
I/O Power Driver board lamp matrix
validated
34
Sniper Jackpot
lamp.34-sniper-jackpot
I/O Power Driver board lamp matrix
validated
35
Scene 1
lamp.35-scene-1
I/O Power Driver board lamp matrix
validated
36
Scene 2
lamp.36-scene-2
I/O Power Driver board lamp matrix
validated
37
Scene 3
lamp.37-scene-3
I/O Power Driver board lamp matrix
validated
38
Scene 4
lamp.38-scene-4
I/O Power Driver board lamp matrix
validated
39
Scene 5
lamp.39-scene-5
I/O Power Driver board lamp matrix
validated
40
Scene 6
lamp.40-scene-6
I/O Power Driver board lamp matrix
validated
41
CHLOE C
lamp.41-chloe-c
I/O Power Driver board lamp matrix
validated
42
CHLOE H
lamp.42-chloe-h
I/O Power Driver board lamp matrix
validated
43
CHLOE L
lamp.43-chloe-l
I/O Power Driver board lamp matrix
validated
44
CHLOE O
lamp.44-chloe-o
I/O Power Driver board lamp matrix
validated
45
CHLOE E
lamp.45-chloe-e
I/O Power Driver board lamp matrix
validated
46
Left Loop arrow 24
lamp.46-left-loop-arrow-24
I/O Power Driver board lamp matrix
validated
47
Left Loop arrow red
lamp.47-left-loop-arrow-red
I/O Power Driver board lamp matrix
validated
48
Single drop left 24
lamp.48-single-drop-left-24
I/O Power Driver board lamp matrix
validated
49
Single drop right 24
lamp.49-single-drop-right-24
I/O Power Driver board lamp matrix
validated
50
Escape
lamp.50-escape
I/O Power Driver board lamp matrix
validated
51
Right Ramp arrow 24
lamp.51-right-ramp-arrow-24
I/O Power Driver board lamp matrix
validated
52
MOLE X: Suitcase
lamp.52-mole-x-suitcase
I/O Power Driver board lamp matrix
validated
53
Right Ramp arrow red
lamp.53-right-ramp-arrow-red
I/O Power Driver board lamp matrix
validated
54
Suitcase right
lamp.54-suitcase-right
I/O Power Driver board lamp matrix
validated
55
MOLE X: Dead End
lamp.55-mole-x-dead-end
I/O Power Driver board lamp matrix
validated
56
Dead End arrow 24
lamp.56-dead-end-arrow-24
I/O Power Driver board lamp matrix
validated
57
Dead End arrow red
lamp.57-dead-end-arrow-red
I/O Power Driver board lamp matrix
validated
58
Extra Ball
lamp.58-extra-ball
I/O Power Driver board lamp matrix
validated
59
Sniper
lamp.59-sniper
I/O Power Driver board lamp matrix
validated
60
Left pop bumper
lamp.60-left-pop-bumper
I/O Power Driver board lamp matrix
validated
61
Right pop bumper
lamp.61-right-pop-bumper
I/O Power Driver board lamp matrix
validated
62
Bottom pop bumper
lamp.62-bottom-pop-bumper
I/O Power Driver board lamp matrix
validated
63
Right Loop arrow 24
lamp.63-right-loop-arrow-24
I/O Power Driver board lamp matrix
validated
64
Right Loop arrow red
lamp.64-right-loop-arrow-red
I/O Power Driver board lamp matrix
validated
65
Safe House arrow left
lamp.65-safe-house-arrow-left
I/O Power Driver board lamp matrix
validated
66
Safe House arrow center
lamp.66-safe-house-arrow-center
I/O Power Driver board lamp matrix
validated
67
Safe House arrow right
lamp.67-safe-house-arrow-right
I/O Power Driver board lamp matrix
validated
68
Safe House arrow red
lamp.68-safe-house-arrow-red
I/O Power Driver board lamp matrix
validated
69
MOLE X: Safe House
lamp.69-mole-x-safe-house
I/O Power Driver board lamp matrix
validated
70
Left Ramp arrow 24
lamp.70-left-ramp-arrow-24
I/O Power Driver board lamp matrix
validated
71
Left Ramp arrow red
lamp.71-left-ramp-arrow-red
I/O Power Driver board lamp matrix
validated
72
CTU insert 1
lamp.72-ctu-insert-1
I/O Power Driver board lamp matrix
validated
73
CTU insert 2
lamp.73-ctu-insert-2
I/O Power Driver board lamp matrix
validated
74
CTU insert 3
lamp.74-ctu-insert-3
I/O Power Driver board lamp matrix
validated
75
CTU insert 4
lamp.75-ctu-insert-4
I/O Power Driver board lamp matrix
validated
76
MOLE insert 1
lamp.76-mole-insert-1
I/O Power Driver board lamp matrix
validated
77
MOLE insert 2
lamp.77-mole-insert-2
I/O Power Driver board lamp matrix
validated
78
MOLE insert 3
lamp.78-mole-insert-3
I/O Power Driver board lamp matrix
validated
79
Suitcase left
lamp.79-suitcase-left
I/O Power Driver board lamp matrix
validated
80
Special
lamp.80-special
I/O Power Driver board lamp matrix
validated

General illumination

1
1 shown
# Name Device ID Evidence
0
General illumination master
gi.master validated

Virtual & other outputs

17
17 shown
# Name Device ID Evidence
33
PinMAME SAM game-on state
virtual.game-on validated
51
Unused SAM auxiliary compatibility address 51
virtual.aux-51 validated
52
Unused SAM auxiliary compatibility address 52
virtual.aux-52 validated
53
Unused SAM auxiliary compatibility address 53
virtual.aux-53 validated
54
Unused SAM auxiliary compatibility address 54
virtual.aux-54 validated
55
Unused SAM auxiliary compatibility address 55
virtual.aux-55 validated
56
Unused SAM auxiliary compatibility address 56
virtual.aux-56 validated
57
Unused SAM auxiliary compatibility address 57
virtual.aux-57 validated
58
Unused SAM auxiliary compatibility address 58
virtual.aux-58 validated
59
Unused SAM auxiliary compatibility address 59
virtual.aux-59 validated
60
Unused SAM auxiliary compatibility address 60
virtual.aux-60 validated
61
Unused SAM auxiliary compatibility address 61
virtual.aux-61 validated
62
Unused SAM auxiliary compatibility address 62
virtual.aux-62 validated
63
Unused SAM auxiliary compatibility address 63
virtual.aux-63 validated
64
Unused SAM auxiliary compatibility address 64
virtual.aux-64 validated
65
Unused SAM auxiliary compatibility address 65
virtual.aux-65 validated
66
Unused SAM auxiliary compatibility address 66
virtual.aux-66 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.

Manual shooter with auto launch

mechanism.auto-launch

Kicker

A ball at shooter switch 23 can be launched manually or by Q2. Preserve both the manual plunger path and ROM-driven auto launch.

Exploding Safe House facade and eject

mechanism.safe-house

Toy

The ball enters the Safe House saucer at switch 3 and Q3 ejects it. Q12 flips the building front down/open to expose the interior and returns it upright/closed when disabled. IPDB documents internal flashers and miniature army men; model moving collision geometry, not only animation.

Motorized suitcase and three-ball visible lock

mechanism.suitcase

Motorized

Four physical drive positions Q21/Q23/Q25/Q30 energize the 24 V stepper motor through cable 036-5634-11-A7; the proven script documents all four in its Q21 callback comment but uses Q21 alone as the logical VPX animation trigger. Their A/B/C/D electrical order is not established and must be derived when wiring the chosen motor driver. Switch 48 is active only at suitcase home; it clears during motion and returns near home. Q28 controls the separate lock/release post. The suitcase can lock three balls while open or closed. The proven table moves its facade through an approximately 358-to-320-to-358 range and its corrected visible-lock ordering maps bottom physical 43 to ROM 45, middle 44 to 44, and top 45 to 43; preserve that mapping and actual ball containment.

Sniper House facade, target, and up-post

mechanism.sniper-house

Toy

Q14 opens the Sniper House to reveal switch 62 and closes it to obscure the shot. Q29 raises or lowers the adjacent post. IPDB reports that the sniper figure waggles when firing; preserve the opening obstruction, revealed target, post collision, and figure motion.

Left and right control gates

mechanism.control-gates

Gate

Q6/Q7 command the two route gates. Switch 14 senses the left gate/route contact used by the proven table; retain gate collision direction and sustained switch state rather than a cosmetic animation.

Left-ramp up-post

mechanism.left-ramp-post

Gate

Q22 raises and lowers the left-ramp post. It has no public endpoint sensor, so the controller state is the command while the physical post collision must track travel.

Optional shaker motor

mechanism.shaker

Motorized

Q8 drives the optional 16 VAC shaker. ROM v1.44 added shaker code; absence remains a valid cabinet configuration.

Ramp, orbit, spinner, and lane network

mechanism.routes

Other

Switch 10 is the left-loop spinner; 46/54 are the left/right orbits; 58 is right-ramp entrance; 55-57 are top lanes; 24/25 and 29/28 are lower outlane/return pairs. The working table uses sustained Hit/UnHit state for route contacts and pulses spinner/fast triggers only.

Fixed standup target groups

mechanism.fixed-targets

Other

Fixed contacts comprise the House pair 1/2, Cell Phone 4, CHLOE bank 5-9, MOLE bank 33/34, and right three-bank 39-41. They are pulse targets and have no reset actuator.

Recreation notes

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

Coverage
partial - public I/O inventory and controller causality are documented, but authoring-critical physical construction remains unresolved

Identity and evidence precedence

This definition covers Stern's February 2009 physical machine and every PinMAME driver twenty4_130, twenty4_140, twenty4_144, and twenty4_150. PinMAME dates final V1.5 to 2010, but that is a firmware release date, not a second hardware product. The known-working 24 (Stern 2009) v.2.3.1.vbs is the semantic ground truth for controller callbacks and physical causality. ROM service diagnostics validate labels and wire colors. Stern's partial Pink/Blue book validates physical assemblies but is not a complete service I/O manual; the later official Iron Man Vault manual is used only for standard connector pins on the same SAM boards. IPDB and Stern validate the physical toy behaviors.

Balls, trough, and shooter

The machine has four balls resting on trough switches 18-21. Q1 feeds through jam switch 22 to shooter switch 23, where the player can plunge manually or Q2 can auto-launch. The proven VPX script pulses switch 15 during its release bookkeeping, but the ROM Switch Test proves 15 is the physical Tournament Start cabinet button. Never construct a fifth trough/release sensor at 15. Preserve individual occupancy and sustained trough/shooter state. Except for the two proven cabinet buttons, the partial manual does not establish factory contact construction; choose suitable physical sensors while preserving every validated semantic binding and pulse/sustained behavior.

Motorized suitcase and visible lock

The suitcase is a stepper-driven moving assembly and a three-ball visible lock, not a single solenoid animation. The proven VPX script registers Q21 alone as its logical animation callback, but the same line's hardware comment explicitly lists physical suitcase motor positions Q21/Q23/Q25/Q30. These four drives energize the 24 V stepper assembly 511-5072-00 through cable 036-5634-11-A7; their A/B/C/D electrical order and individual supply-wire colors are not established, so retain the Q identities and determine phase wiring for the chosen motor driver. Q28 separately raises/releases the lock post. Home switch 48 is active only at the closed/home endpoint, clears during travel, and returns near home. The ordinary ROM coil diagnostic skips all four drive positions and the auxiliary menu exposes a dedicated Suitcase Motor Test. The proven script animates roughly from 358 to 320 and back, but tune physical travel to the modeled geometry. Its corrected visible-lock order maps physical bottom switch 43 to ROM 45, middle 44 to 44, and top 45 to ROM 43. IPDB confirms balls can remain locked while the suitcase is open or closed. Recreate moving collision geometry, three physical ball seats, the release post, and actual containment.

Safe House, Sniper House, and drop targets

The Safe House contains a saucer on switch 3 with eject Q3. Q12 flips the entire front down to expose the miniature army-men interior and its flashers; return it upright when disabled and move its collision surface with it. Q13 resets the two House drop targets on 11/13. The Sniper House uses Q14 to open and reveal target 62, Q29 to operate the neighboring up-post, and a figure that waggles while firing. Single drop targets 60/61 reset independently with Q4/Q5. Stern describes several single Sniper targets as obscuring or freeing shots, so every drop and facade position must alter ball collision and shot availability rather than merely render an animation.

Gates, posts, routes, and standard devices

Q6/Q7 operate the left/right control gates and Q22 operates the unsensed left-ramp up-post. Left-loop spinner 10 pulses; left/right orbit contacts are 46/54; right-ramp entrance is 58; top lanes are 55-57; lower outlane/return pairs are 24/25 and 29/28. Flippers use Q15/Q16 with public button/EOS pairs 84/83 and 82/81; EOS contacts are normally closed. Pop pairs are Q9/SW30, Q10/SW31, and Q11/SW32; slings are Q17/SW26 and Q18/SW27. Fixed standups are House 1/2, Cell Phone 4, CHLOE 5-9, MOLE 33/34, and the right bank 39-41. Q8 is an optional shaker added in ROM v1.44; Q24 is an optional common-board 5 V device channel with no stock playfield device identified.

Lamps, flashers, display, and emulator capacity

Lamp-matrix addresses 1-80 are populated except explicit unused address 9. The ROM service test reports addresses 72-75 only as CTU and 76-78 only as MOLE; numeric suffixes in JSON preserve unique bindings without inventing an unverified face order. The 2009 machine uses incandescent matrix lamps and aggregate GI 0. Q19/Q20/Q26/Q27/Q31/Q32 are feature flashers. Bind the native 128x32 four-bit DMD and synthetic SAM game-on 33. Because PinMAME declares SAM_NO_AUX, public 51-66 remain explicit unused emulator capacity, not physical outputs, and legacy game-on aliases 34-36 are not devices.

Author construction checklist

  • Build the typed four-ball trough, manual/auto shooter, motorized suitcase with four addressed stepper drives/home sensor/three ball seats/release post, Safe House facade and saucer, House two-bank, Sniper facade/figure/target/post, both single drops, control gates, ramp post, flippers, pops, slings, routes, spinner, and fixed targets.
  • Initialize trough switches 18-21 and suitcase home switch 48. Preserve ball occupancy, normally-closed EOS state, endpoints, moving collision geometry, drop latching/reset, gate direction, lock ordering, and physical release causality.
  • Bind every matrix/dedicated/DIP input, Q1-Q32, synthetic game-on 33, explicit unused auxiliary 51-66, lamp 1-80, GI 0, and the DMD. Do not create playfield hardware from aliases or emulator capacity.
  • Use the proven VPX script as the runtime tie-breaker, ROM diagnostics for exact semantics and wire labels, Stern's partial manual for 24 construction, and the later SAM schematic only for standardized board connector pins.

Coverage blockers

This definition is intentionally partial. The following are recreation blockers, not coordinate-tolerance notes:

  • Suitcase phase causality is incomplete. The pinned v2.3.1 script establishes that Q21, Q23, Q25, and Q30 are four physical drive positions for the 24 V stepper and that Q21 is the logical animation callback. Its proven behavior does not identify the physical A/B/C/D phase order or individual supply/control wire colors. The official Stern page-43 assembly list identifies the motor and microswitch hardware but no phase map; the ordinary ROM coil test skips these decoder holes, and the suitcase menu run proves only that a separate test exists. A physical recreation therefore cannot yet be wired from this record without a continuity/diagnostic capture or authoritative schematic, nor can an equivalent driver abstraction be claimed to preserve factory causality.
  • Contact construction and normal-state coverage is incomplete. The manual identifies suitcase microswitch parts 180-5119-02 and 180-5119-00, but does not map those contacts or establish the factory construction, normal state, and seat for every used playfield switch. The JSON deliberately retains switch_type: unknown and the validated matrix semantics instead of telling an author to substitute a sensor while calling the result complete.
  • Trough geometry is only an ordered shared-assembly projection. The exact VPX exposes Drain and BallRelease, not SW18-SW22 contact objects; the five recorded points preserve the order and controller causality with about +/-0.03 normalized practical uncertainty, but do not establish the physical seat or contact/optic construction of each trough position.
  • Lamp addresses 72-78 are semantically grouped by the ROM diagnostic as CTU (72-75) and MOLE (76-78), but their individual face order is not established. Q27 also retains the exact script's tentative under jet? comment rather than an unsupported named physical target. Their controller bindings and direct/derived coordinates are preserved, but the unresolved physical naming must not be read as author-ready recreation semantics.

Sources

  • manual.stern-24-parts.2009: official partial parts book SHA-256 c547202e54b3ffbe53ba955db9eed8d52a6fef4b4807416de2f31ccf18aaf71f, organized under the external manual cache with searchable text and rendered pages.
  • vpx.stern-24-2.3.1: pinned known-working script SHA-256 7bf550806bd87c17417a974ed75b1700885da883e0dce5ce31d7dc7ba6cc094f.
  • rom.stern-24.twenty4-150: exact external archive SHA-256 f6ea60175911fe259f45d7d10bc792c2f3e6f2b06583b5311d62cccb76f5a1b4; the ROM readme supplies revision-specific mechanism fixes.
  • runtime.stern-24-switch-diagnostic-1-17, runtime.stern-24-switch-diagnostic-22-64, runtime.stern-24-coil-diagnostic, runtime.stern-24-lamp-diagnostic, and runtime.stern-24-suitcase-motor-menu: separately hashed held-switch, coil, lamp, and menu traces with their evidence limits stated in JSON.

Normalized spatial retrofit

Coordinates use the global playfield space: x=0 is left, x=1 is right, y=0 is rear/backglass, and y=1 is front/apron. The exact working VPX was found in the required search order at L:\Visual Pinball\Tables\24 (Stern 2009).vpx, copied to the established external VPX cache, and extracted with vpxtool git:v0.33.3. Its embedded twenty4_150 script is retained as an object/callback artifact, while the pinned known-working v2.3.1 script remains the semantic and causality tie-breaker where the older embedded script differs.

Direct centers are used for the exact VPX playfield objects: targets, bumpers, gates, lanes, routes, flippers, slingshots, toy anchors, visible lock, lamps, and flasher helpers. The suitcase, Safe House, Sniper House, Q21/Q23/Q25/Q30 stepper drives, and switch 48 deliberately use shared-assembly anchors. EOS contacts are disclosed projections to exact flipper centers. Trough switches 18-22 are an ordered projection between the exact VPX Drain and BallRelease anchors because the working VPX has no trough-contact objects; the stated uncertainty is practical authoring tolerance, not coordinate precision. No coordinate is inferred from a perspective drawing.

The 40 exact VPX GI objects are not 40 physical sockets: each broad odd GI_n and its localized even helper are synchronized render layers for one physical GI position, and four lane-guide objects provide the remaining anchors. The definition therefore carries 22 physical GI anchors. Flasher quantities follow the semantic comments and physical inventory (Q19 x3, Q20 x2, Q26 x3, Q27 x1, Q31 x2, Q32 x3), while synchronized VPX helper objects are not multiplied into hardware.

The older embedded script's visible-lock ordering is superseded by the reviewed v2.3.1 mapping: physical bottom/middle/top contacts 43/44/45 bind to ROM switches 45/44/43. The official Stern parts book, IPDB, and manufacturer evidence remain authoritative for physical multiplicity and custom mechanisms; the SAM reference manual remains limited to shared board topology and connector pinouts. The unresolved suitcase stepper phase order, exact factory contact construction, and precise hidden trough contact seats remain concrete author tasks documented in the base knowledge and mechanism records.

Spatial evidence

  • vpx-table.stern-24-2009-local: exact VPX SHA-256 7e8bf294f3b3dd4bfe53e2727957d000568bc9d079caeed60038ceeb8d1b89f5, 61,915,136 bytes, retained under the external VPX source cache; extracted object packet and candidate map are retained under the external review-artifact cache.
  • vpx.stern-24-embedded-2.0.1: extracted script SHA-256 be3a0e0e96df6d232fa1fa99110e63781abdca5484a1b97de75de0fd1760135a; it is an older embedded artifact and does not override the pinned semantic v2.3.1 script.
  • The geometry source search stopped after the exact table was found in L:\Visual Pinball\Tables; the archive folder and public VPU/VPF fallback were not needed.

Status decision

This is a schema-v2 partial, not author-ready. The direct VPX coordinates, disclosed shared-assembly anchors, ordered trough projection, physical quantities, and controller-to-mechanism records are retained as evidence. The conflicts above remain open because an author still lacks the suitcase phase wiring, complete factory contact construction/normal states, precise hidden trough seats, and a few physical names needed for a full recreation.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
twenty4_15024 (V1.5)
Firmware revision for the February 2009 physical product. PinMAME catalogs final V1.5 as 2010, but that software date does not create a new hardware edition.
2010identical
twenty4_14424 (V1.44)
Firmware revision for the February 2009 physical product. PinMAME catalogs final V1.5 as 2010, but that software date does not create a new hardware edition.
2009twenty4_150identical
twenty4_14024 (V1.4)
Firmware revision for the February 2009 physical product. PinMAME catalogs final V1.5 as 2010, but that software date does not create a new hardware edition.
2009twenty4_150identical
twenty4_13024 (V1.3)
Firmware revision for the February 2009 physical product. PinMAME catalogs final V1.5 as 2010, but that software date does not create a new hardware edition.
2009twenty4_150identical

Parent set: twenty4_150 — clones share this definition unless a hardware difference is noted.

Evidence

Every claim above traces to one of these. When they disagree: a known-working VPX script wins on controller addresses and causality, the manual wins on wiring and construction, pinned PinMAME wins on emulator routing and display layout.

  • Operator manual

    manual.stern-24-parts.2009

    Official 72-page partial Pink/Blue parts and assembly book. Custom assemblies are on PDF pages 39-47; suitcase assembly 511-5092-00, 24 V stepper 511-5072-00, 180-5119-02 light-actuation microswitch, and 180-5119-00 microswitch are identified on page 43. It gives no Q21/Q23/Q25/Q30 phase sequence, wire-color map, or complete factory contact seating, and is not a complete service I/O chart; pages 1-52 are image scans and later pages are generic appendices.

    by
    Stern Pinball, Inc.
    sha256
    c547202e54b3…
  • Operator manual

    manual.stern-sam-io-reference.2014

    Later official service manual for a machine using the same SAM CPU/Sound and I/O Power Driver boards. Used only for standardized SAM matrix, dedicated-input, lamp-matrix, Q-control connector pinouts, and supply topology; it is not evidence for any 24 game semantic or installed device.

    by
    Stern Pinball, Inc.
    sha256
    20f04adaba96…
  • VPX script

    vpx.stern-24-2.3.1

    Known-working exact twenty4_150 table script: all switch handlers, four-ball trough, corrected suitcase lock mapping and animation, Safe House and Sniper facades, gates/posts, drop resets, flippers, flashers, lamps, and GI. Line 626 registers only SolCallback(21) as the logical animation trigger while its inline hardware comment explicitly lists suitcase motor solenoid positions 21, 23, 25, and 30; the unregistered positions are physical stepper drives, not separate VPX callbacks.

    github.comlines 626 registers only SolCallback(21) as the logical animation trigger while its inline hardware comment explicitly lists suitcase motor solenoid positions 21, 23, 25, and 30
    by
    Table authors credited in the script; vpxtable_scripts contributors
    rev
    0c036bb61b4b
    sha256
    7bf550806bd8…
  • PinMAME source

    BSD-3-Clause

    pinmame.core.4ec52ff0ac13

    src/wpc/sam.c twenty4 INITGAME/driver family, SAM_NO_AUX, SAM public switch translation, synthetic game-on output, and 128x32 DMD.

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • PinMAME catalog

    BSD-3-Clause

    pinmame.catalog.4ec52ff0ac13

    PinmameGetGames twenty4_ driver records and clone graph.

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • ROM analysis

    rom.stern-24.twenty4-150

    Read-only user-authorized archive. 24readme.txt SHA-256 128c6f5f6d73ca6324154df256a45b2d96f38cfcf009bbe0a2341ef36ed6359b documents suitcase positioning, shaker support, and post timing; 24_V1-5_E.BIN SHA-256 6678046c447b92a5965747a40035a13e312cc5f436ab13f0585267f65635ae17.

    external:vpinmame-roms/twenty4_150.zip
    by
    Stern Pinball game code; ROM bytes remain external
    rev
    V1.5
    sha256
    f6ea60175911…
  • Human review

    ipdb.stern-24.5419

    IPDB 5419 physical identity and February 2009 release; two flippers, three pops, two slings, 12 standups, four drops, spinner, kickout, and detailed suitcase/Safe House/Sniper toy behavior.

    by
    Internet Pinball Database
  • Human review

    human-review.stern-24-product

    Manufacturer feature inventory: three-ball suitcase lock, opening Sniper House, exploding Safe House, single Sniper drop targets, and multiball.

    by
    Stern Pinball, Inc.
  • Human review

    human-review.vpu-stern-24-2.4

    Authenticated review of current table release 2.4 for twenty4_150; release history preserves suitcase, Safe House, and Sniper fixes. Exact behavior is sourced from the pinned proven v2.3.1 script rather than this mutable page.

    by
    VPUniverse and table authors
  • Runtime run

    runtime.stern-24.boot-start

    Exact twenty4_150 boot/start run with four occupied trough switches, six coin pulses, start, 128x32x4 DMD, game-on 33, GI 0, and observed lamp addresses.

    external:pinmame-game-code/twenty4_150/harness/boot-start-v1/run.json
    by
    Generated locally with LibPinMAME from the user-authorized ROM corpus; ROM bytes remain external
    rev
    4ec52ff0ac13
    sha256
    a1fca511fbeb…
  • Service diagnostic

    runtime.stern-24-switch-diagnostic-1-17

    ROM service Switch Test captured while switches 1-17 were held; validates semantic labels and unused positions, not factory contact construction.

    external:pinmame-game-code/twenty4_150/harness/switch-matrix-1-17-held-v2/run.json
    by
    Generated locally with LibPinMAME from the user-authorized ROM corpus; ROM bytes remain external
    rev
    4ec52ff0ac13
    sha256
    d771050fab8d…
  • Service diagnostic

    runtime.stern-24-switch-diagnostic-22-64

    ROM service Switch Test captured while switches 22-64 were held; validates semantic labels and unused positions, not factory contact construction.

    external:pinmame-game-code/twenty4_150/harness/switch-matrix-held-diagnostic-v1/run.json
    by
    Generated locally with LibPinMAME from the user-authorized ROM corpus; ROM bytes remain external
    rev
    4ec52ff0ac13
    sha256
    7f51c62f83f6…
  • Service diagnostic

    runtime.stern-24-coil-diagnostic

    ROM Single Coil Test DMD sweep validates installed Q labels plus independent high-side power and low-side control wire colors. It explicitly shows Q17/Q18/Q22/Q29 on BRN high-side power, Q19/Q20/Q26-Q28/Q31/Q32 on ORG, Q24 on RED, and then skips Q21/Q23/Q25/Q30 before wrapping; the common SAM schematic maps BRN/ORG/RED supplies to J7-P1/J6-P10/J16-P4-8. High-side feed color is machine-harness evidence and need not follow the low-side Q control-connector bank.

    external:pinmame-game-code/twenty4_150/harness/coil-diagnostic-v1/run.json
    by
    Generated locally with LibPinMAME from the user-authorized ROM corpus; ROM bytes remain external
    rev
    4ec52ff0ac13
    sha256
    b37e8977dd1f…
  • Service diagnostic

    runtime.stern-24-lamp-diagnostic

    ROM Single Lamp Test selector sweep through addresses 1-80 validates labels and explicitly marks address 9 Not used. Runtime evidence lamp_addresses_seen records this service selector sweep, not gameplay activity or physical population by itself.

    external:pinmame-game-code/twenty4_150/harness/lamp-diagnostic-v1/run.json
    by
    Generated locally with LibPinMAME from the user-authorized ROM corpus; ROM bytes remain external
    rev
    4ec52ff0ac13
    sha256
    a3a6d5277e56…
  • Service diagnostic

    runtime.stern-24-suitcase-motor-menu

    ROM auxiliary diagnostic menu visibly exposes a dedicated Suitcase Motor Test. This run validates the separate test's existence only; physical drive positions 21/23/25/30 come from the proven VPX line-626 comment and the ordinary coil test's matching decoder holes, not from an unrecorded actuation sequence.

    external:pinmame-game-code/twenty4_150/harness/suitcase-motor-menu-v1/run.json
    by
    Generated locally with LibPinMAME from the user-authorized ROM corpus; ROM bytes remain external
    rev
    4ec52ff0ac13
    sha256
    6d48aa7e63bd…
  • VPX table

    vpx-table.stern-24-2009-local

    Exact 24 (Stern 2009).vpx found in the first required primary local table directory, retained in the established external VPX cache and extracted with vpxtool git:v0.33.3. Embedded game name is twenty4_150 and the playfield bounds are 979 by 2300. Direct playfield object centers supply geometry only; controller causality remains reconciled to the pinned known-working v2.3.1 script.

    external:pinmame-vpx-sources/stern/twenty-four-2009/source/24 (Stern 2009).vpx
    by
    Table authors credited in the embedded VPX script; source retained externally
    sha256
    7e8bf294f3b3…
  • VPX script

    vpx.stern-24-embedded-2.0.1

    Script extracted from the exact local 24 (Stern 2009).vpx with vpxtool git:v0.33.3. It confirms the embedded twenty4_150 object names, callbacks, and direct render helpers. This embedded 2.0.1 script predates the pinned v2.3.1 semantic script and its visible-lock handler is not used to override the reviewed bottom-to-ROM mapping; the newer pinned script remains the causality tie-breaker.

    external:pinmame-review-artifacts/stern/twenty-four-2009/extracted/script.vbs
    by
    Table authors credited in the embedded VPX script; source retained externally
    rev
    2.0.1
    sha256
    be3a0e0e96df…

Something wrong or missing?

This definition still has 6 unmet requirements, listed under Coverage above. 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