Star Trek: The Next Generation

Partial

Williams1993WPC-DCSwilliams.star-trek-the-next-generation.1993

Wire it up

what an authoring tool needs first
Bind this ROM
sttng_l7

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

Controller platform
pinmame.wpc-dcs

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
  • 128x32 dot-matrix display128×32
Address space
Switches
1–128 (88)
Solenoids
1–56 (56)
Lamps
11–88 (64)
GI
0–4 (5)
DIP
1–8 (8)
Cabinet & flipper inputs
112flipper.lower.right.button114flipper.lower.left.button116flipper.upper.right.button1cabinet.coin.12cabinet.coin.23cabinet.coin.34cabinet.coin.411cabinet.buy-in12cabinet.fire-button13cabinet.start14cabinet.tilt21cabinet.slam-tilt22cabinet.coin-door

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

193 placements · 19 stacked · normalised player view · outline is nominal

15 Left Outlane16 Left Return Lane17 Right Return Lane18 Right Outlane23 Made Middle Ramp25 Enter Right Ramp26 Left 45° Target27 Center 45° Target228 Right 45° Target · 22 Middle Ramp Flasher231 Borg Lock · 16 Borg Kicker32 Under Left Gun Sw. 233 Under Right Gun Sw. 2234 Right Gun Shooter · 2 Right Gun Kicker35 Under Left Lock Sw. 2236 Under Left Gun Sw. 1 · 3 Left Gun Popper237 Under Right Gun Sw. 1 · 4 Right Gun Popper238 Left Gun Shooter · 1 Left Gun Kicker241 Under Left Lock Sw. 1 · 5 Left Popper242 Under Left Lock Sw. 3 · 62 Increase Warp43 Under Left Lock Sw. 444 Left Outer Loop45 Under Top Hole46 Under Left Hole47 Under Borg Hole48 Borg Entry51 Left Bank Top52 Left Bank Middle53 Left Bank Bottom54 Right Bank Top55 Right Bank Middle56 Right Bank Bottom57 Top Drop Target58 Right Outer Loop861 Trough L.R. 1 · 62 Trough L.R. 2 · 63 Trough L.R. 3 · 64 Trough L.R. 4 · 65 Trough L.R. 5 · 66 Trough L.R. 6 · 67 Trough Up · 11 Trough268 Shooter · 6 Plunger371 Left Jet · 12 Left Jet Bumper · 4 Return Lane/Coin372 Right Jet · 13 Right Jet Bumper · 3 Playfield G.I.373 Bottom Jet · 14 Bottom Jet Bumper · 4 Return Lane/Coin74 Right Sling75 Left Sling76 Top Lane Left77 Top Lane Center78 Top Lane Right81 Time82 Rift83 Made Left Ramp84 Q85 Left 2X Shuttle86 Right 2X Shuttle87 Made Right Ramp88 Enter Left Ramp117 Spinner4122 Left Gun Mark · 127 Left Gun Home · 17 Left Gun Motor · 52 Left Launcher4125 Right Gun Home · 126 Right Gun Mark · 18 Right Gun Motor · 82 Right Launcher8 Kickback9 Left Slingshot10 Right Slingshot15 Top Divertor220 Jets Flasher · 83 Million Jets21 Right Popper Flasher23 Shields Flasher24 Autofire Flasher25 Exit Underground Flasher26 Right Borg Flasher27 Left Borg Flasher28 Center Borg Flasher233 Upper Right Flipper Power · 34 Upper Right Flipper Hold245 Lower Right Flipper Power · 46 Lower Right Flipper Hold247 Lower Left Flipper Power · 48 Lower Left Flipper Hold11 Left Bank Top12 Left Bank Middle13 Ship Mode 114 Ship Mode 215 Left Bank Bottom16 Final Frontier17 Shoot Again18 Ship Mode 721 Ship Mode 322 Ship Mode 423 Ship Mode 524 Right Bank Top25 Right Bank Middle26 Command Decision27 Ship Mode 628 Right Bank Bottom31 Top Lane Left32 Top Lane Center33 Top Lane Right34 Bonus 2X35 Bonus 4X36 Multipliers Held37 Bonus 8X38 Bonus 10X41 Q42 Generic 143 Right Lock44 Holodeck45 Right 2X Shuttle46 Generic 447 Right Millions48 Left 2X Shuttle51 Left Return Lane54 Generic 655 Super56 Jackpot57 Extra Ball58 Start Mission61 Generic 363 Spinner64 Generic 765 Left Millions66 Jackpot X67 Rift68 Time71 Generic 272 Top 3-bank Left73 Top 3-bank Center74 Top 3-bank Right75 Left Lock76 Generic 577 Worm Hole78 Borg Ship81 Right Return Lanes84 Kickback0 Shields G.I.0 Shields G.I.0 Shields G.I.0 Shields G.I.0 Shields G.I.0 Shields G.I.3 Playfield G.I.3 Playfield G.I.3 Playfield G.I.3 Playfield G.I.3 Playfield G.I.3 Playfield G.I.3 Playfield G.I.3 Playfield G.I.3 Playfield G.I.3 Playfield G.I.3 Playfield G.I.3 Playfield G.I.3 Playfield G.I.3 Playfield G.I.3 Playfield G.I.3 Playfield G.I.3 Playfield G.I.4 Return Lane/Coin4 Return Lane/Coin4 Return Lane/Coin4 Return Lane/Coin4 Return Lane/Coin4 Return Lane/Coin4 Return Lane/Coin4 Return Lane/Coin4 Return Lane/Coin4 Return Lane/Coin4 Return Lane/Coin4 Return Lane/Coin4 Return Lane/Coin4 Return Lane/Coin

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 playfield108
  • sensorsenses the ball62
  • effectmoves the ball23
  • nStackseveral devices in one spot19
156 devices shown

Not on the playfield22 cabinet or service, 14 unused, 14 virtual, 8 dip switch, 3 internal nonvisual, 1 constant — 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.

87 addresses

Switch map

Column × row matrix — the address is column·row.

used unused
 
1
2
3
4
5
6
7
8
1
2
3
4
5
6
7
8
11
12
Hover or tap an address to identify it.

Outside the matrix1, 2, 3, 4, 5, 6, 7, 8 — dedicated, diagnostic or flipper-column addresses. See the table below.

87 shown
# Name Device ID Role Wiring Evidence
1
Left Coin Chute
Button
switch.cabinet-1
cabinet.coin.1
J205-1Orange-Brown
WPC CPU board
validated
2
Center Coin Chute
Button
switch.cabinet-2
cabinet.coin.2
J205-2Orange-Red
WPC CPU board
validated
3
Right Coin Chute
Button
switch.cabinet-3
cabinet.coin.3
J205-3Orange-Black
WPC CPU board
validated
4
4th Coin Chute
Button
switch.cabinet-4
cabinet.coin.4
J205-4Orange-Yellow
WPC CPU board
validated
5
Service Credits / Escape
Button
switch.cabinet-5
service.escape
J205-6Orange-Green
WPC CPU board
validated
6
Volume Down / Down
Button
switch.cabinet-6
service.down
J205-7Orange-Blue
WPC CPU board
validated
7
Volume Up / Up
Button
switch.cabinet-7
service.up
J205-8Orange-Violet
WPC CPU board
validated
8
Begin Test / Enter
Button
switch.cabinet-8
service.enter
J205-9Orange-Gray
WPC CPU board
validated
11
Buy-in Button
Button
switch.matrix-11
cabinet.buy-in
J207-1Green-Brown
J209-1White-Brown
WPC CPU board
validated
12
Right Fire Button
Button
switch.matrix-12
cabinet.fire-button
J207-1Green-Brown
J209-2White-Red
WPC CPU board
validated
13
Start Button
Button
switch.matrix-13
cabinet.start
J207-1Green-Brown
J209-3White-Orange
WPC CPU board
validated
14
Plumb Bob Tilt
Tilt
switch.matrix-14
cabinet.tilt
J207-1Green-Brown
J209-4White-Yellow
WPC CPU board
validated
15
Left Outlane
Microswitch
switch.matrix-15
J207-1Green-Brown
J209-5White-Green
WPC CPU board
validated
16
Left Return Lane
Other
switch.matrix-16
J207-1Green-Brown
J209-7White-Blue
WPC CPU board
validated
17
Right Return Lane
Other
switch.matrix-17
J207-1Green-Brown
J209-8White-Violet
WPC CPU board
validated
18
Right Outlane
Microswitch
switch.matrix-18
J207-1Green-Brown
J209-9White-Gray
WPC CPU board
validated
21
Slam Tilt
Leaf
switch.matrix-21
cabinet.slam-tilt
J207-2Green-Red
J209-1White-Brown
WPC CPU board
validated
22
Coin Door Closed
Microswitch
switch.matrix-22
cabinet.coin-door
J207-2Green-Red
J209-2White-Red
WPC CPU board
validated
23
Made Middle Ramp
Microswitch
switch.matrix-23
J207-2Green-Red
J209-3White-Orange
WPC CPU board
validated
25
Enter Right Ramp
Microswitch
switch.matrix-25
J207-2Green-Red
J209-5White-Green
WPC CPU board
validated
26
Left 45° Target
Microswitch
switch.matrix-26
J207-2Green-Red
J209-7White-Blue
WPC CPU board
validated
27
Center 45° Target
Microswitch
switch.matrix-27
J207-2Green-Red
J209-8White-Violet
WPC CPU board
validated
28
Right 45° Target
Microswitch
switch.matrix-28
J207-2Green-Red
J209-9White-Gray
WPC CPU board
validated
31
Borg LockNC
Opto
switch.matrix-31
J207-3Green-Orange
J209-1White-Brown
WPC CPU board
validated
32
Under Left Gun Sw. 2NC
Opto
switch.matrix-32
J207-3Green-Orange
J209-2White-Red
WPC CPU board
validated
33
Under Right Gun Sw. 2NC
Opto
switch.matrix-33
J207-3Green-Orange
J209-3White-Orange
WPC CPU board
validated
34
Right Gun ShooterNC
Opto
switch.matrix-34
J207-3Green-Orange
J209-4White-Yellow
WPC CPU board
validated
35
Under Left Lock Sw. 2NC
Opto
switch.matrix-35
J207-3Green-Orange
J209-5White-Green
WPC CPU board
validated
36
Under Left Gun Sw. 1NC
Opto
switch.matrix-36
J207-3Green-Orange
J209-7White-Blue
WPC CPU board
validated
37
Under Right Gun Sw. 1NC
Opto
switch.matrix-37
J207-3Green-Orange
J209-8White-Violet
WPC CPU board
validated
38
Left Gun ShooterNC
Opto
switch.matrix-38
J207-3Green-Orange
J209-9White-Gray
WPC CPU board
validated
41
Under Left Lock Sw. 1NC
Opto
switch.matrix-41
J207-4Green-Yellow
J209-1White-Brown
WPC CPU board
validated
42
Under Left Lock Sw. 3NC
Opto
switch.matrix-42
J207-4Green-Yellow
J209-2White-Red
WPC CPU board
validated
43
Under Left Lock Sw. 4NC
Opto
switch.matrix-43
J207-4Green-Yellow
J209-3White-Orange
WPC CPU board
validated
44
Left Outer LoopNC
Opto
switch.matrix-44
J207-4Green-Yellow
J209-4White-Yellow
WPC CPU board
validated
45
Under Top HoleNC
Opto
switch.matrix-45
J207-4Green-Yellow
J209-5White-Green
WPC CPU board
validated
46
Under Left HoleNC
Opto
switch.matrix-46
J207-4Green-Yellow
J209-7White-Blue
WPC CPU board
validated
47
Under Borg HoleNC
Opto
switch.matrix-47
J207-4Green-Yellow
J209-8White-Violet
WPC CPU board
validated
48
Borg EntryNC
Opto
switch.matrix-48
J207-4Green-Yellow
J209-9White-Gray
WPC CPU board
validated
51
Left Bank Top
Microswitch
switch.matrix-51
J207-5Green-Black
J209-1White-Brown
WPC CPU board
validated
52
Left Bank Middle
Microswitch
switch.matrix-52
J207-5Green-Black
J209-2White-Red
WPC CPU board
validated
53
Left Bank Bottom
Microswitch
switch.matrix-53
J207-5Green-Black
J209-3White-Orange
WPC CPU board
validated
54
Right Bank Top
Microswitch
switch.matrix-54
J207-5Green-Black
J209-4White-Yellow
WPC CPU board
validated
55
Right Bank Middle
Microswitch
switch.matrix-55
J207-5Green-Black
J209-5White-Green
WPC CPU board
validated
56
Right Bank Bottom
Microswitch
switch.matrix-56
J207-5Green-Black
J209-7White-Blue
WPC CPU board
validated
57
Top Drop Target
Microswitch
switch.matrix-57
J207-5Green-Black
J209-8White-Violet
WPC CPU board
validated
58
Right Outer Loop
Microswitch
switch.matrix-58
J207-5Green-Black
J209-9White-Gray
WPC CPU board
validated
61
Trough L.R. 1NC
Opto
switch.matrix-61
J207-6Green-Blue
J209-1White-Brown
WPC CPU board
validated
62
Trough L.R. 2NC
Opto
switch.matrix-62
J207-6Green-Blue
J209-2White-Red
WPC CPU board
validated
63
Trough L.R. 3NC
Opto
switch.matrix-63
J207-6Green-Blue
J209-3White-Orange
WPC CPU board
validated
64
Trough L.R. 4NC
Opto
switch.matrix-64
J207-6Green-Blue
J209-4White-Yellow
WPC CPU board
validated
65
Trough L.R. 5NC
Opto
switch.matrix-65
J207-6Green-Blue
J209-5White-Green
WPC CPU board
validated
66
Trough L.R. 6NC
Opto
switch.matrix-66
J207-6Green-Blue
J209-7White-Blue
WPC CPU board
validated
67
Trough UpNC
Opto
switch.matrix-67
J207-6Green-Blue
J209-8White-Violet
WPC CPU board
validated
68
Shooter
Microswitch
switch.matrix-68
J207-6Green-Blue
J209-9White-Gray
WPC CPU board
validated
71
Left Jet
Microswitch
switch.matrix-71
J207-7Green-Violet
J209-1White-Brown
WPC CPU board
validated
72
Right Jet
Microswitch
switch.matrix-72
J207-7Green-Violet
J209-2White-Red
WPC CPU board
validated
73
Bottom Jet
Microswitch
switch.matrix-73
J207-7Green-Violet
J209-3White-Orange
WPC CPU board
validated
74
Right Sling
Leaf
switch.matrix-74
J207-7Green-Violet
J209-4White-Yellow
WPC CPU board
validated
75
Left Sling
Leaf
switch.matrix-75
J207-7Green-Violet
J209-5White-Green
WPC CPU board
validated
76
Top Lane Left
Microswitch
switch.matrix-76
J207-7Green-Violet
J209-7White-Blue
WPC CPU board
validated
77
Top Lane Center
Microswitch
switch.matrix-77
J207-7Green-Violet
J209-8White-Violet
WPC CPU board
validated
78
Top Lane Right
Microswitch
switch.matrix-78
J207-7Green-Violet
J209-9White-Gray
WPC CPU board
validated
81
Time
Microswitch
switch.matrix-81
J207-9Green-Gray
J209-1White-Brown
WPC CPU board
validated
82
Rift
Microswitch
switch.matrix-82
J207-9Green-Gray
J209-2White-Red
WPC CPU board
validated
83
Made Left Ramp
Microswitch
switch.matrix-83
J207-9Green-Gray
J209-3White-Orange
WPC CPU board
validated
84
Q
Microswitch
switch.matrix-84
J207-9Green-Gray
J209-4White-Yellow
WPC CPU board
validated
85
Left 2X Shuttle
Microswitch
switch.matrix-85
J207-9Green-Gray
J209-5White-Green
WPC CPU board
validated
86
Right 2X Shuttle
Microswitch
switch.matrix-86
J207-9Green-Gray
J209-7White-Blue
WPC CPU board
validated
87
Made Right Ramp
Microswitch
switch.matrix-87
J207-9Green-Gray
J209-8White-Violet
WPC CPU board
validated
88
Enter Left Ramp
Microswitch
switch.matrix-88
J207-9Green-Gray
J209-9White-Gray
WPC CPU board
validated
111
Lower Right Flipper EOS
Leaf
switch.generic-111
internal.flipper.lower.right.eos
J906-1Black-Green
WPC-DCS CPU board (Fliptronic II)
validated
112
Lower Right Flipper ButtonNC
Opto
switch.generic-112
flipper.lower.right.button
J905-1Blue-Violet
WPC-DCS CPU board (Fliptronic II)
validated
113
Lower Left Flipper EOS
Leaf
switch.generic-113
internal.flipper.lower.left.eos
J906-3Black-Blue
WPC-DCS CPU board (Fliptronic II)
validated
114
Lower Left Flipper ButtonNC
Opto
switch.generic-114
flipper.lower.left.button
J905-2Blue-Gray
WPC-DCS CPU board (Fliptronic II)
validated
115
Upper Right Flipper EOS
Leaf
switch.generic-115
internal.flipper.upper.right.eos
J906-4Black-Violet
WPC-DCS CPU board (Fliptronic II)
validated
116
Upper Right Flipper ButtonNC
Opto
switch.generic-116
flipper.upper.right.button
J905-3Black-Yellow
WPC-DCS CPU board (Fliptronic II)
validated
117
Spinner
Leaf
switch.generic-117
J906-5Black-Gray
WPC-DCS CPU board (Fliptronic II)
validated
118
Not Used Upper Left Flipper Button
switch.generic-118
internal.unused.flipper
J906-5Black-Blue
WPC-DCS CPU board (Fliptronic II)
validated
121
Not Used Custom Position 121
switch.custom-121
validated
122
Left Gun Mark
Microswitch
switch.custom-122
validated
123
Not Used Custom Position 123
switch.custom-123
validated
124
Not Used Custom Position 124
switch.custom-124
validated
125
Right Gun Home
Microswitch
switch.custom-125
validated
126
Right Gun Mark
Microswitch
switch.custom-126
validated
127
Left Gun Home
Microswitch
switch.custom-127
validated
128
Not Used Custom Position 128
switch.custom-128
validated

Controlled devices

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

Coils, magnets & motors

31
31 shown
# Name Device ID Kind Role Wiring Evidence
1
Left Gun Kicker
device.left-gun-kicker Coil
Q82
WPC power driver board
validated
2
Right Gun Kicker
device.right-gun-kicker Coil
Q80
WPC power driver board
validated
3
Left Gun Popper
device.left-gun-popper Coil
Q78
WPC power driver board
validated
4
Right Gun Popper
device.right-gun-popper Coil
Q76
WPC power driver board
validated
5
Left Popper
device.left-popper Coil
Q64
WPC power driver board
validated
6
Plunger
device.plunger Coil
Q66
WPC power driver board
validated
7
Knocker
device.knocker Coil
cabinet.backbox
Q68
WPC power driver board
validated
8
Kickback
device.kickback Coil
Q70
WPC power driver board
validated
9
Left Slingshot
device.left-slingshot Coil
Q58
WPC power driver board
validated
10
Right Slingshot
device.right-slingshot Coil
Q56
WPC power driver board
validated
11
Trough
device.trough Coil
Q54
WPC power driver board
validated
12
Left Jet Bumper
device.left-jet-bumper Coil
Q52
WPC power driver board
validated
13
Right Jet Bumper
device.right-jet-bumper Coil
Q50
WPC power driver board
validated
14
Bottom Jet Bumper
device.bottom-jet-bumper Coil
Q48
WPC power driver board
validated
15
Top Divertor
device.top-divertor Coil
Q46
WPC power driver board
validated
16
Borg Kicker
device.borg-kicker Coil
Q44
WPC power driver board
validated
17
Left Gun Motor
device.left-gun-motor Motor
Q42
WPC power driver board
validated
18
Right Gun Motor
device.right-gun-motor Motor
Q40
WPC power driver board
validated
19
Not Used Solenoid Position 19
device.not-used-solenoid-position-19 Coil
Q38
WPC power driver board
validated
33
Upper Right Flipper Power
device.upper-right-flipper-power Coil
Q2Blu-Yel
WPC power driver board
validated
34
Upper Right Flipper Hold
device.upper-right-flipper-hold Coil
Q7Org-Vio
WPC power driver board
validated
35
Not Used Upper Left Flipper Power
device.not-used-upper-left-flipper-power Coil
Q1Gry-Yel
WPC power driver board
validated
36
Not Used Upper Left Flipper Hold
device.not-used-upper-left-flipper-hold Coil
Q5Org-Gry
WPC power driver board
validated
45
Lower Right Flipper Power
device.lower-right-flipper-power Coil
Q4Blu-Yel
WPC power driver board
validated
46
Lower Right Flipper Hold
device.lower-right-flipper-hold Coil
Q11Org-Grn
WPC power driver board
validated
47
Lower Left Flipper Power
device.lower-left-flipper-power Coil
Q3Gry-Yel
WPC power driver board
validated
48
Lower Left Flipper Hold
device.lower-left-flipper-hold Coil
Q9Org-Blu
WPC power driver board
validated
51
Under Divertor Top
device.under-divertor-top Motor
Q16
8-Driver Board
validated
52
Under Divertor Bottom
device.under-divertor-bottom Motor
Q15
8-Driver Board
validated
53
Top Drop Up
device.top-drop-up Motor
Q14
8-Driver Board
validated
54
Top Drop Down
device.top-drop-down Motor
Q13
8-Driver Board
validated

Flashers

11
11 shown
# Name Device ID Wiring Evidence
20
Jets Flasher
device.jets-flasher
Q36
WPC power driver board
validated
21
Right Popper Flasher
device.right-popper-flasher
Q28
WPC power driver board
validated
22
Middle Ramp Flasher
device.middle-ramp-flasher
Q30
WPC power driver board
validated
23
Shields Flasher
device.shields-flasher
Q34
WPC power driver board
validated
24
Autofire Flasher
device.autofire-flasher
Q32
WPC power driver board
validated
25
Exit Underground Flasher
device.exit-underground-flasher
Q26
WPC power driver board
validated
26
Right Borg Flasher
device.right-borg-flasher
Q24
WPC power driver board
validated
27
Left Borg Flasher
device.left-borg-flasher
Q22
WPC power driver board
validated
28
Center Borg Flasher
device.center-borg-flasher
Q20
WPC power driver board
validated
55
Romulan Flashers
device.romulan-flashers
Q9
8-Driver Board
validated
56
Right Ramp Flashers
device.right-ramp-flashers
Q10
8-Driver Board
validated

Lamps

64

Lamp map

Column × row matrix — the address is column·row.

used unused
 
1
2
3
4
5
6
7
8
1
2
3
4
5
6
7
8
Hover or tap an address to identify it.
64 shown
# Name Device ID Role Wiring Evidence
11
Left Bank Top
lamp.matrix-11
Q98 column driver with Q90 row driver
WPC power driver board
validated
12
Left Bank Middle
lamp.matrix-12
Q98 column driver with Q89 row driver
WPC power driver board
validated
13
Ship Mode 1
lamp.matrix-13
Q98 column driver with Q88 row driver
WPC power driver board
validated
14
Ship Mode 2
lamp.matrix-14
Q98 column driver with Q87 row driver
WPC power driver board
validated
15
Left Bank Bottom
lamp.matrix-15
Q98 column driver with Q86 row driver
WPC power driver board
validated
16
Final Frontier
lamp.matrix-16
Q98 column driver with Q85 row driver
WPC power driver board
validated
17
Shoot Again
lamp.matrix-17
Q98 column driver with Q84 row driver
WPC power driver board
validated
18
Ship Mode 7
lamp.matrix-18
Q98 column driver with Q83 row driver
WPC power driver board
validated
21
Ship Mode 3
lamp.matrix-21
Q97 column driver with Q90 row driver
WPC power driver board
validated
22
Ship Mode 4
lamp.matrix-22
Q97 column driver with Q89 row driver
WPC power driver board
validated
23
Ship Mode 5
lamp.matrix-23
Q97 column driver with Q88 row driver
WPC power driver board
validated
24
Right Bank Top
lamp.matrix-24
Q97 column driver with Q87 row driver
WPC power driver board
validated
25
Right Bank Middle
lamp.matrix-25
Q97 column driver with Q86 row driver
WPC power driver board
validated
26
Command Decision
lamp.matrix-26
Q97 column driver with Q85 row driver
WPC power driver board
validated
27
Ship Mode 6
lamp.matrix-27
Q97 column driver with Q84 row driver
WPC power driver board
validated
28
Right Bank Bottom
lamp.matrix-28
Q97 column driver with Q83 row driver
WPC power driver board
validated
31
Top Lane Left
lamp.matrix-31
Q96 column driver with Q90 row driver
WPC power driver board
validated
32
Top Lane Center
lamp.matrix-32
Q96 column driver with Q89 row driver
WPC power driver board
validated
33
Top Lane Right
lamp.matrix-33
Q96 column driver with Q88 row driver
WPC power driver board
validated
34
Bonus 2X
lamp.matrix-34
Q96 column driver with Q87 row driver
WPC power driver board
validated
35
Bonus 4X
lamp.matrix-35
Q96 column driver with Q86 row driver
WPC power driver board
validated
36
Multipliers Held
lamp.matrix-36
Q96 column driver with Q85 row driver
WPC power driver board
validated
37
Bonus 8X
lamp.matrix-37
Q96 column driver with Q84 row driver
WPC power driver board
validated
38
Bonus 10X
lamp.matrix-38
Q96 column driver with Q83 row driver
WPC power driver board
validated
41
Q
lamp.matrix-41
Q95 column driver with Q90 row driver
WPC power driver board
validated
42
Generic 1
lamp.matrix-42
Q95 column driver with Q89 row driver
WPC power driver board
validated
43
Right Lock
lamp.matrix-43
Q95 column driver with Q88 row driver
WPC power driver board
validated
44
Holodeck
lamp.matrix-44
Q95 column driver with Q87 row driver
WPC power driver board
validated
45
Right 2X Shuttle
lamp.matrix-45
Q95 column driver with Q86 row driver
WPC power driver board
validated
46
Generic 4
lamp.matrix-46
Q95 column driver with Q85 row driver
WPC power driver board
validated
47
Right Millions
lamp.matrix-47
Q95 column driver with Q84 row driver
WPC power driver board
validated
48
Left 2X Shuttle
lamp.matrix-48
Q95 column driver with Q83 row driver
WPC power driver board
validated
51
Left Return Lane
lamp.matrix-51
Q94 column driver with Q90 row driver
WPC power driver board
validated
52
Left Launcher
lamp.matrix-52
Q94 column driver with Q89 row driver
WPC power driver board
validated
53
Advance in Rank
lamp.matrix-53
Q94 column driver with Q88 row driver
WPC power driver board
validated
54
Generic 6
lamp.matrix-54
Q94 column driver with Q87 row driver
WPC power driver board
validated
55
Super
lamp.matrix-55
Q94 column driver with Q86 row driver
WPC power driver board
validated
56
Jackpot
lamp.matrix-56
Q94 column driver with Q85 row driver
WPC power driver board
validated
57
Extra Ball
lamp.matrix-57
Q94 column driver with Q84 row driver
WPC power driver board
validated
58
Start Mission
lamp.matrix-58
Q94 column driver with Q83 row driver
WPC power driver board
validated
61
Generic 3
lamp.matrix-61
Q93 column driver with Q90 row driver
WPC power driver board
validated
62
Increase Warp
lamp.matrix-62
Q93 column driver with Q89 row driver
WPC power driver board
validated
63
Spinner
lamp.matrix-63
Q93 column driver with Q88 row driver
WPC power driver board
validated
64
Generic 7
lamp.matrix-64
Q93 column driver with Q87 row driver
WPC power driver board
validated
65
Left Millions
lamp.matrix-65
Q93 column driver with Q86 row driver
WPC power driver board
validated
66
Jackpot X
lamp.matrix-66
Q93 column driver with Q85 row driver
WPC power driver board
validated
67
Rift
lamp.matrix-67
Q93 column driver with Q84 row driver
WPC power driver board
validated
68
Time
lamp.matrix-68
Q93 column driver with Q83 row driver
WPC power driver board
validated
71
Generic 2
lamp.matrix-71
Q92 column driver with Q90 row driver
WPC power driver board
validated
72
Top 3-bank Left
lamp.matrix-72
Q92 column driver with Q89 row driver
WPC power driver board
validated
73
Top 3-bank Center
lamp.matrix-73
Q92 column driver with Q88 row driver
WPC power driver board
validated
74
Top 3-bank Right
lamp.matrix-74
Q92 column driver with Q87 row driver
WPC power driver board
validated
75
Left Lock
lamp.matrix-75
Q92 column driver with Q86 row driver
WPC power driver board
validated
76
Generic 5
lamp.matrix-76
Q92 column driver with Q85 row driver
WPC power driver board
validated
77
Worm Hole
lamp.matrix-77
Q92 column driver with Q84 row driver
WPC power driver board
validated
78
Borg Ship
lamp.matrix-78
Q92 column driver with Q83 row driver
WPC power driver board
validated
81
Right Return Lanes
lamp.matrix-81
Q91 column driver with Q90 row driver
WPC power driver board
validated
82
Right Launcher
lamp.matrix-82
Q91 column driver with Q89 row driver
WPC power driver board
validated
83
Million Jets
lamp.matrix-83
Q91 column driver with Q88 row driver
WPC power driver board
validated
84
Kickback
lamp.matrix-84
Q91 column driver with Q87 row driver
WPC power driver board
validated
85
Borg Lock
lamp.matrix-85
Q91 column driver with Q86 row driver
WPC power driver board
validated
86
Borg Jackpot
lamp.matrix-86
Q91 column driver with Q85 row driver
WPC power driver board
validated
87
Buy-in
lamp.matrix-87
cabinet.buy-in
Q91 column driver with Q84 row driver
WPC power driver board
validated
88
Start Button
lamp.matrix-88
cabinet.start
Q91 column driver with Q83 row driver
WPC power driver board
validated

General illumination

5
5 shown
# Name Device ID Role Wiring Evidence
0
Shields G.I.
gi.string-1
Q18
WPC power driver board
validated
1
Insert G.I.
gi.string-2
cabinet.insert-panel
Q10
WPC power driver board
validated
2
Insert G.I.
gi.string-3
cabinet.insert-panel
Q14
WPC power driver board
validated
3
Playfield G.I.
gi.string-4
Q16
WPC power driver board
validated
4
Return Lane/Coin
gi.string-5
Q12
WPC power driver board
validated

Virtual & other outputs

14
14 shown
# Name Device ID Role Evidence
29
WPC J111 General-Purpose State Bit A
device.wpc-j111-general-purpose-state-bit-a
internal.wpc-state
validated
30
WPC J111 General-Purpose State Bit B
device.wpc-j111-general-purpose-state-bit-b
internal.wpc-state
validated
31
PinMAME Fast-Flip Game-On State
device.pinmame-fast-flip-game-on-state
internal.wpc-state
validated
32
Unused WPC State Channel 32
device.unused-wpc-state-channel-32
internal.unused.wpc-output
validated
37
Unused WPC-DCS Output 37
device.unused-wpc-dcs-output-37
internal.unused.wpc-output
validated
38
Unused WPC-DCS Output 38
device.unused-wpc-dcs-output-38
internal.unused.wpc-output
validated
39
Unused WPC-DCS Output 39
device.unused-wpc-dcs-output-39
internal.unused.wpc-output
validated
40
Unused WPC-DCS Output 40
device.unused-wpc-dcs-output-40
internal.unused.wpc-output
validated
41
Unused WPC-DCS Output 41
device.unused-wpc-dcs-output-41
internal.unused.wpc-output
validated
42
Unused WPC-DCS Output 42
device.unused-wpc-dcs-output-42
internal.unused.wpc-output
validated
43
Unused WPC-DCS Output 43
device.unused-wpc-dcs-output-43
internal.unused.wpc-output
validated
44
Unused WPC-DCS Output 44
device.unused-wpc-dcs-output-44
internal.unused.wpc-output
validated
49
PinMAME Simulator Ball-Shooter Channel
device.pinmame-simulator-ball-shooter-channel
internal.unused.wpc-output
validated
50
Reserved WPC Output 50
device.reserved-wpc-output-50
internal.unused.wpc-output
validated

Configuration & other inputs

9 shown
# Name Device ID Kind Wiring Evidence
1
CPU DIP 1 (country/option configuration bit)
Dip
switch.dip-1 DIP switch
validated
2
CPU DIP 2 (country/option configuration bit)
Dip
switch.dip-2 DIP switch
validated
3
CPU DIP 3 (country/option configuration bit)
Dip
switch.dip-3 DIP switch
validated
4
CPU DIP 4 (country/option configuration bit)
Dip
switch.dip-4 DIP switch
validated
5
CPU DIP 5 (country/option configuration bit)
Dip
switch.dip-5 DIP switch
validated
6
CPU DIP 6 (country/option configuration bit)
Dip
switch.dip-6 DIP switch
validated
7
CPU DIP 7 (country/option configuration bit)
Dip
switch.dip-7 DIP switch
validated
8
CPU DIP 8 (country/option configuration bit)
Dip
switch.dip-8 DIP switch
validated
24
Always Closed
Other
switch.matrix-24 Constant
J207-2Green-Red
J209-4White-Yellow
WPC CPU board
validated

Mechanisms

Logical assemblies with their actuators, sensors and observed behaviour. Click a chip to jump to the address it refers to.

Left rotating gun/cannon

mechanism.left-gun

Motorized

A ball entering the left underplayfield subway trips opto 32 (Under Left Gun Sw. 2), advances to opto 36 (Under Left Gun Sw. 1) where solenoid 3 (Left Gun Popper) kicks it up into the gun barrel, and it comes to rest on opto 38 (Left Gun Shooter, "ball loaded") inside the barrel. Solenoid 17 (Left Gun Motor) continuously rotates the entire kicker/barrel/dome assembly (retained script primitive CannonBaseL) back and forth through roughly -19 to +64 degrees around a pivot; the motor does not itself actuate a discrete switch -- the two position switches sense the assembly's resulting mechanical angle. Custom switch 127 (Left Gun Home) is asserted only near the home end of the sweep (-20 to -17 degrees) and custom switch 122 (Left Gun Mark) is asserted over a wider band (-20 to +9 degrees) that the retained script also uses to pick a lower launch force; PinMAME's own internal ball-tracking simulator (sttng.c, used only for its built-in keyboard-driven playfield visualization, not by a VPX table) models the same two-sensor homing scheme with step constants GUN_HOME=8*2=16, GUN_MARK=8*7=56 out of a GUN_END=8*20=160-step full sweep before reversing direction -- a different unit system (steps vs. degrees) describing the same physical homing behavior. When solenoid 1 (Left Gun Kicker) fires, the ball loaded in the barrel launches along the gun's current aim angle and opto 38 clears.

Right rotating gun/cannon

mechanism.right-gun

Motorized

Mirror of the left gun (mechanism.left-gun): opto 33 (Under Right Gun Sw. 2) then opto 37 (Under Right Gun Sw. 1, gates solenoid 4's kick), ball rests on opto 34 (Right Gun Shooter) in the barrel, solenoid 18 (Right Gun Motor) rotates the assembly (retained script primitive CannonBaseR) and solenoid 2 (Right Gun Kicker) launches it. Custom switch 125 (Right Gun Home) and custom switch 126 (Right Gun Mark) sense the assembly's rotation exactly as 127/122 do on the left side; the motor never directly actuates either switch.

Left lock four-ball queue and popper

mechanism.left-lock-queue

Kicker

A separate underplayfield path from the left gun subway: balls queue through four opto positions in order (43 Under Left Lock Sw. 4, farthest from the popper, then 42 Sw. 3, then 35 Sw. 2, then 41 Sw. 1, nearest the popper). Solenoid 5 (Left Popper) kicks the ball resting on opto 41 back out to the right inlane. This is a straight ball-holding queue, not the Borg ball lock (mechanism.borg-lock).

Borg multiball lock

mechanism.borg-lock

Kicker

A ball entering the Borg hole passes opto 48 (Borg Entry) and comes to rest at opto 31 (Borg Lock), an opto interrupter mounted on the Borg Bracket Assembly (A-17219) rather than a discrete playfield trigger object -- the retained script models this position purely as a one-ball cvpmBallStack (BorgLock.InitSw 0,31,0,0,0,0,0,0). Solenoid 16 (Borg Kicker) ejects the locked ball back to play, typically as part of Borg multiball.

Underplayfield hole diverters

mechanism.underplayfield-diverters

Gate

Three balls entering Top Hole (opto 45), Left Hole (opto 46), or Center/Borg Hole (opto 47) share an underplayfield routing maze. Solenoid 15 (Top Divertor) raises a flap (retained script object "diverter") that routes a completed left-ramp shot either onward or into the Borg Entry path. The two custom-board diverters -- solenoid 51 (Under Divertor Top, retained script object "DiverterFRG") and solenoid 52 (Under Divertor Bottom, "DiverterFLG") -- gate whether a ball from these holes is routed to the right gun subway, the left gun subway, or the left popper queue. PinMAME's own sttng_handleMech buffers each diverter's real position from solenoid on/off transitions with a debounce counter (CHECK_SOL=50 checks) rather than a discrete return switch, because none of these three diverters has its own position sensor -- only the coil state is known.

Top drop target

mechanism.top-drop-target

Drop Target Bank

A single drop target (retained script class TopDrop, cvpmDropTarget bound to sw57) is raised by solenoid 53 (Top Drop Up) and lowered by solenoid 54 (Top Drop Down), both on the 8-Driver Board. When raised, a ball striking it scores and it drops; when down, a ball rolls over it into the Top Hole instead. PinMAME's own internal simulator independently confirms the switch asserts only while the target is down (core_setSw(swTDropTarget, locals.TdroptargetPos==DT_DOWN)).

Left and right 3-bank standup targets

mechanism.bank-standups

Other

Despite the printed "Bank" naming, these six positions (51-53 left, 54-56 right) are fixed standup targets (retained table HitTarget objects, not a drop-target Wall with isDropped state) with no reset solenoid printed on the solenoid/flasher table or registered in the retained script's SolCallback table -- there is no dropping/resetting mechanism, only score switches.

Six-ball trough and ball release

mechanism.trough

Kicker

The retained script models the trough purely as a cvpmBallStack ball counter (bsTrough.InitSw 0,66,65,64,63,62,61,0), with no discrete playfield trigger object per position -- switches 61-66 (Trough L.R. 1-6, all opto) and 67 (Trough Up, opto) exist only as PinMAME public addresses the class asserts from its own internal ball count. The manual's "7 Ball Trough Photo Transistor/LED PCB Assembly" board name reflects seven physical opto stations (six ball rest positions plus the eject/up sensor); solenoid 11 (Trough) ejects the ball at position 1 toward the shooter lane, pulsing opto 67 in the same event (retained script SolRelease). The game carries six balls total: three start in the trough and three more start pre-placed in the gun subways/lock queue at boot.

Shooter lane and auto plunger

mechanism.shooter-lane

Kicker

Star Trek: The Next Generation has no manual plunger. The ball ejected from the trough rests on shooter-lane switch 68 (a plain leaf switch, the sole non-opto position in switch column 6) and solenoid 6 (Plunger, A-16757 Catapult Assembly) auto-launches it.

Drives
Senses

Left outlane kickback

mechanism.kickback

Kicker

When lit, a ball draining down the left outlane (switch 15) conditionally fires solenoid 8 (Kickback) to return it to the playfield instead of draining; PinMAME's own internal simulator independently models this exact conditional (the Left Outlane state's altstate is sKickBack -> stFree). There is no separate kickback-position switch.

Drives

Three-bumper jet nest

mechanism.jet-bumpers

Other

Three A-9415-2 jet bumpers. The retained script's LeftJetBumper_hit, RightJetBumper_hit, and BottomJetBumper_hit handlers pulse switches 71, 72, and 73 and fire solenoids 12, 13, and 14 respectively. Each bumper's cap is GI-lit rather than lamp-matrix-lit (see gi.string-4/gi.string-5 lbumperr placements) -- there is no lamp-matrix address for any jet bumper.

Left and right slingshots

mechanism.slingshots

Other

Two A-17418 slingshot switches (leaf, not opto). Solenoid 9 (Left Slingshot) fires from switch 75 (Left Sling) and solenoid 10 (Right Slingshot) fires from switch 74 (Right Sling) -- the printed Left/Right function names and the printed switch addresses cross to opposite sides of the matrix row, confirmed by the retained table's SlingShotLeft/SlingShotRight wall objects sitting on their named side (x=0.300 left, x=0.703 right).

Flipper set (lower pair plus upper right)

mechanism.flippers

Other

Three FL-11629 flippers on Fliptronic circuits: two lower (A-15205-L-2 left, A-15205-R-2 right) and one upper right (A-15205-R-2). Each has a separate power and hold winding; the ROM energizes the power winding on the cabinet button opto, then drops to the hold winding once the end-of-stroke leaf switch closes. Const UseSolenoids=2 (fast flips) is set in the retained script, so the ROM drives the coils directly. There is no upper-left flipper: printed solenoid circuits 35/36 and Fliptronic positions 117 (repurposed as a Spinner) and 118 (not fitted) confirm it.

Left and right return-lane eddy sensors

mechanism.eddy-return-lanes

Other

Two A-16922 Proximity Sensor II PCB assemblies (TDA0161 eddy-current IC) with A-17064 Eddy Sensor coils detect a ball passing the left/right return lane without a mechanical contact switch. The Section 3 schematic (3-20/3-21) wires each board's eddy coil directly and feeds the switch matrix at column 1, rows 6/7 -- public switches 16 and 17.

Spinner

mechanism.spinner

Other

A free-spinning target wired on the Fliptronic F7 position rather than the switch matrix. The retained script's sw117spinner_Spin handler pulses switch 117 on every rotation.

Senses

Direct wiring

Connections that exist in copper, not in the ROM. These fire whether or not a game is running.

Recreation notes

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

Coverage
partial - complete physical I/O inventory, WPC-DCS bindings, mechanism causality, driver-variant boundary, and recreation behavior validated with zero polarity conflicts; three playfield lamp positions (53 Advance in Rank, 85 Borg Lock, 86 Borg Jackpot) remain spatially unresolved below

Identity and evidence precedence

This is the Williams WPC-DCS physical product released 1993, IPDB 2357. It covers the sttng_* clone tree: sttng_l7 (parent, LX-7 Sound L-1) plus eighteen localization, LED-ghost-fix, prototype, and community-mod clones. Every one of these is a firmware revision or modification for the same physical machine; none changes the switch, solenoid, lamp, or GI inventory.

The title collides heavily on Internet Archive and in this project's own history: arcademanual_Star_Trek_OPS is the unrelated Bally 1979 pinball machine, arcademanual_Star_Trek_25th_Anniversary_OPS is the unrelated Data East 1991 machine, and there is a Sega Star Trek video-game manual besides. This definition's manual was verified visually (not from OCR text alone): the rendered title page reads "STAR TREK / THE NEXT GENERATION™", the ROM summary lists Williams part A-5343-50023-1 on the WPC CPU board, and printed pages 1-41/2-21/3-23 describe the two gun/cannon assemblies unique to this title, none of which the Bally, Data East, or video-game manuals share.

Evidence precedence for this definition: the retained known-working VPW Mod v1.0 script is runtime and mechanism-causality ground truth; the Williams operations manual controls physical construction, part numbers, wiring, polarity, quantities, and device presence; pinned PinMAME controls controller generation, public address topology, and mechanism step ranges; the retained VPX geometry supplies normalized coordinates. The retained manual PDF carries an OCR text layer, but every printed table used here was visually confirmed against the rendered page and transcribed into external:pinmame-review-artifacts/star-trek-the-next-generation-1993/manual-transcription.md; OCR text was never trusted as sole authority.

Controller platform and address topology

GEN_WPCDCS (PINMAME_HARDWARE_GEN_WPCDCS = 0x10) with wpc_dispDMD. The controller profile is pinmame.wpc-dcs, reused unchanged from Williams Indiana Jones: The Pinball Adventure -- the immediately preceding WPC-DCS curation in this project.

This is a wide-body "Superpin" table, like Indiana Jones: the retained VPWmod v1.0 table's own playfield bounds are left=0 top=0 right=1093 bottom=2162, so machine.playfield and every normalized coordinate use x/1093/y/2162 rather than the x/952/y/2162 divisor most other curated WPC games use.

  • Switches: dedicated coin-door 1-8, matrix 11-88 as drive column then return row (all 64 positions populated -- unusually, this manual marks none of them "Not Used"), Fliptronic 111-118, and one declared custom switch column (hw.swCol = 1) at public 121-128.
  • Solenoids: physical drivers 1-18 (19 not used); flashers 20-28; Fliptronic upper-right circuits 33/34 (fitted) and upper-left 35/36 (not fitted, no upper-left flipper); lower-flipper circuits 45-48; PinMAME state channels 29-32; WPC-DCS's unused 37-44 range (no LPDC board on this generation); simulator-only 49 and reserved 50; six declared custom solenoids (hw.custSol = 6) at public 51-56.
  • Lamps: 8x8 matrix 11-88, all 64 addresses populated.
  • GI: five circuits on public addresses 0-4; only three (0, 3, 4) drive playfield bulbs.

The custom switch column and custom solenoids are not the printed silkscreen numbers

Two facts here generalize the lesson Indiana Jones already established for its own custom column and Twilight Zone established for its own custom solenoid board, and both are worth restating precisely because this manual's own silkscreen numbering and the driver's own source comments both happen to agree with each other while still being wrong about the runtime public address.

  1. The switch matrix's own printed "column 9" (public 91-98) is not PinMAME's public address. sttngGameData declares hw.swCol = 1. PinMAME's CORE_CUSTSWCOL = CORE_STDSWCOLS = 12 places a driver's first declared custom switch column two columns past the Fliptronic column (internal column 11), so CORE_CUSTSWNO(1, r) = (12-1+1)*10+r = 120+r publishes at public 121-128. sttng.c's own macro definitions carry a stale comment reflecting an older core.h numbering (#define swLGunMark CORE_CUSTSWNO(1,2) //92), and the Gun Circuit Diagram (printed 3-23) independently calls the same physical harness "sw. col. 9" on its own schematic -- so three sources (manual silkscreen, driver comment, and board schematic prose) all say "9"/"9x", and all three are describing the physical wiring harness, not the PinMAME public address. The retained known-working script settles it directly at runtime: CannonLTimer_Timer/CannonRTimer_Timer assign Controller.Switch(127), Controller.Switch(122), Controller.Switch(125), Controller.Switch(126) -- the true public addresses.
  2. The custom-solenoid board's own printed items 37-42 are not PinMAME's public address either. sttngGameData declares hw.custSol = 6, publishing at CORE_CUSTSOLNO(n) = CORE_FIRSTCUSTSOL - 1 + n = 50 + n, i.e. public 51-56. This is structurally provable independent of the retained script: core_getSol's solNo <= 44 branch returns constant 0 for GEN_WPCDCS before it ever reaches hw.getSol, so sttng_getSol (which implements these six outputs by reading WPC_EXTBOARD1 bits 0-5) could only ever be invoked above public address 50 in the first place. The retained script's own SolCallBack(51..54) and SolModCallBack(55/56) registrations confirm the arithmetic directly.

Keep every printed "9N" and "3N" (37-42) number as a manual.address alias only; the public binding.device is always the PinMAME-computed value.

Zero polarity conflicts

Unlike Monster Bash (Dracula-position optos) or Indiana Jones (captive-ball and wheel-position optos), this machine's printed switch-matrix opto shading and PinMAME's inverted-switch mask agree on every single address. sttngGameData's inverted-switch mask is {0x00,0x00,0x00,0xff,0xff,0x00,0x7f,0x00,0x00,0x00,0x00,0x00}: column 3 (0xff, switches 31-38) and column 4 (0xff, 41-48) are fully inverted, matching the printed "OPTO, TYPICALLY CLOSED" shading and the dual LED/photo-transistor part pairs on both columns exactly; column 6 (0x7f, rows 1-7 = switches 61-67) is inverted while row 8 (switch 68, Shooter) is not, matching the printed matrix's own shading of 61-67 but not 68, and the switch-locations parts list's single-part (non-opto) entry for 68. The custom column (internal index 12, public 121-128) is left at the array's zero-filled default (not inverted), which agrees with its construction: the switch-locations parts list prints a single leaf part number (no LED/phototransistor pair) for 122/125/126/127, and the Gun Circuit Diagram (3-23) draws plain switch-contact symbols with no opto component. conflicts is therefore empty and coverage.dimensions.physical_wiring = "validated".

Switches 16/17 (Left/Right Return Lane) are a related but distinct case: they are eddy-current proximity sensors (A-16922 Proximity Sensor II PCB, TDA0161 IC, with A-17064 Eddy Sensor coils), not optos, confirmed by the Section 3 schematic (3-20/3-21) and by the absence of any LED/phototransistor part pair on the switch-locations list. Column 1 (which carries 16/17) is left uninverted by PinMAME, which is exactly correct for this construction -- there is no polarity question here at all, only a construction detail (sensing technology) worth recording accurately in physical.switch_type.

The two guns/cannons: powered rotation with position feedback

Star Trek: The Next Generation's signature feature is a pair of independently rotating, motorized gun/cannon assemblies (left and right), each combining a ball kicker, a ball popper, and a drive motor with two-switch position feedback, mounted as a single removable unit (manual page 1-41, "Removing the Gun Assembly": the plastic cover, kicker bracket, motor bracket, and its two switches plus motor all come off together, and the whole assembly "should point toward the wire loading ramp" when correctly reattached).

Left gun (mirror on the right with all addresses swapped as noted): a ball entering the left underplayfield subway trips opto 32 (Under Left Gun Sw. 2), advances to opto 36 (Under Left Gun Sw. 1) where solenoid 3 (Left Gun Popper) kicks it up into the barrel, and it comes to rest on opto 38 (Left Gun Shooter, "ball loaded"). Solenoid 17 (Left Gun Motor) continuously rotates the entire kicker/barrel/dome assembly -- the retained script's CannonBaseL primitive -- back and forth through roughly -19 to +64 degrees around a pivot. The motor does not itself actuate a discrete switch; the two position switches sense the assembly's resulting mechanical angle, not a solenoid pulse. Custom switch 127 (Left Gun Home) asserts only near the home end of the sweep (-20 to -17 degrees); custom switch 122 (Left Gun Mark) asserts over a wider band (-20 to +9 degrees) that the retained script also uses to select a lower launch force (ForceL = 25 inside the mark band vs. 50 outside it). When solenoid 1 (Left Gun Kicker) fires, the loaded ball launches along the gun's current aim angle and opto 38 clears.

Pinned PinMAME's own internal ball-tracking simulator (sttng.c's sttng_stateDef/sttng_handleMech -- a fallback used only for PinMAME's built-in keyboard-driven playfield visualization, not by a VPX table) models the same two-sensor homing scheme with its own step constants: GUN_HOME = 8*2 = 16, GUN_MARK = 8*7 = 56, out of a GUN_END = 8*20 = 160-step full sweep before the simulator reverses direction. This is a different unit system (integer steps vs. the retained table's degrees) describing the same physical homing behavior, and is useful corroborating evidence for the mechanism's real range even though it is not itself runtime-authoritative for a VPX recreation.

Right gun: opto 33 (Under Right Gun Sw. 2) then opto 37 (Under Right Gun Sw. 1, gates solenoid 4's kick into the barrel), ball rests on opto 34 (Right Gun Shooter), solenoid 18 (Right Gun Motor) rotates CannonBaseR, custom switches 125 (Right Gun Home) and 126 (Right Gun Mark) sense its rotation exactly as 127/122 do on the left, and solenoid 2 (Right Gun Kicker) launches the ball.

Do not describe either gun motor as "actuating" its Home/Mark switches -- the motor runs continuously while the assembly is in motion, and the switches report the assembly's angular position, which the motor only changes indirectly and gradually. This distinction is the one the curation brief explicitly called out and is worth stating plainly for any future author driving this mechanism from switch and solenoid state.

Ball routing: left lock queue, Borg lock, and underplayfield diverters

The left side of the playfield has a second, separate underplayfield path from the gun subway: a four-position ball queue (opto 43 farthest from the popper, then 42, then 35, then 41 nearest) that solenoid 5 (Left Popper) kicks back out to the right inlane. This is not the Borg ball lock and holds no ball for multiball purposes on its own; it is simply a holding queue printed "Under Left Lock Sw. 1-4". The right side has no equivalent queue -- only the right gun subway exists there.

The Borg lock is a separate one-ball feature: a ball entering the Borg hole passes opto 48 (Borg Entry) and rests at opto 31 (Borg Lock), an opto mounted on the Borg Bracket Assembly (A-17219) with no discrete playfield trigger object of its own -- the retained script models it purely as a one-ball cvpmBallStack (BorgLock.InitSw 0,31,0,0,0,0,0,0). Solenoid 16 (Borg Kicker) ejects the locked ball, typically starting Borg multiball.

Three holes (Top Hole opto 45, Left Hole opto 46, Center/Borg Hole opto 47) feed a shared underplayfield diverter maze. Solenoid 15 (Top Divertor) raises a flap that routes a completed left-ramp shot onward or into the Borg Entry path. Two further diverters live on the custom solenoid board: solenoid 51 (Under Divertor Top, retained script object DiverterFRG) and solenoid 52 (Under Divertor Bottom, DiverterFLG) route balls from these holes to the right gun subway, the left gun subway, or the left popper queue. None of the three diverters has its own return-position sensor; PinMAME's own sttng_handleMech tracks each one's assumed position purely from a debounce counter on the driving solenoid's on/off state (CHECK_SOL = 50 checks before assuming the coil has released and the flap has fallen back).

Top drop target, bank standups, trough, and shooter

A single drop target (retained script class TopDrop, bound to switch 57) is raised by solenoid 53 (Top Drop Up) and lowered by solenoid 54 (Top Drop Down) -- both on the custom board. When up, a ball striking it scores and it drops; when down, a ball rolls over it into the Top Hole instead. PinMAME's own internal simulator independently confirms the switch asserts only while the target is down.

The printed "Left/Right Bank Top/Middle/Bottom" (switches 51-56) are, despite the name, fixed standup targets with no reset solenoid anywhere in the printed solenoid table or the retained script's SolCallback registrations -- there is no dropping mechanism behind them, only score switches, confirmed by the retained table's HitTarget-typed objects rather than a drop-target Wall with an isDropped state.

The trough is modeled purely as a cvpmBallStack ball counter (bsTrough.InitSw 0,66,65,64,63,62,61,0), with no discrete playfield trigger object behind any of switches 61-67 -- the manual's own "7 Ball Trough Photo Transistor/LED PCB Assembly" board name reflects seven physical opto stations (six ball-rest positions plus the eject/up sensor). Solenoid 11 (Trough) ejects the ball at position 1 toward the shooter lane, pulsing opto 67 in the same event. The game carries six balls total: three start pre-placed in the trough and three more start pre-placed directly in the gun subways/lock queue at boot (the retained script's SubwayStart routine).

There is no manual plunger: the ball ejected from the trough rests on shooter-lane switch 68 (the sole non-opto position in switch column 6, sensed by the AutoPlunger kicker object itself) and solenoid 6 (Plunger, A-16757 Catapult Assembly) auto-launches it.

Kickback, jets, slingshots, flippers, and the repurposed spinner

A ball draining down the left outlane (switch 15) conditionally fires solenoid 8 (Kickback) to return it to play; PinMAME's own internal simulator independently models the same conditional. There is no separate kickback-position switch.

Three A-9415-2 jet bumpers (switches 71-73, solenoids 12-14) and two A-17418 slingshots (switches 74/75, solenoids 9/10 -- note the crossed naming: solenoid 9 "Left Slingshot" fires from switch 75 "Left Sling" while solenoid 10 "Right Slingshot" fires from switch 74 "Right Sling", confirmed against the retained table's geometrically-sided SlingShotLeft/SlingShotRight wall objects) are standard WPC devices. Each jet-bumper cap is GI-lit rather than lamp-matrix-lit -- there is no lamp-matrix address for any bumper, and the retained table's GI emitter collections for circuits 3 and 4 each include two of the three bumper-cap light objects (lbumperr*).

Three flippers total: two lower (FL-11629, Fliptronic 111-114) plus one upper right (FL-11629, Fliptronic 115/116). There is no upper-left flipper: printed solenoid circuits 35/36 have no coil part, Fliptronic position 117 (upper-left EOS) is repurposed as a plain leaf Spinner (confirmed by the switch-locations parts list naming it directly and by the retained script's sw117spinner_Spin handler pulsing switch 117), and position 118 (upper-left button) is printed blank/Not Used.

Lamps, flashers, and general illumination

All 64 lamp-matrix positions are populated; unlike Monster Bash, this manual marks none of them "Not Used". Every populated address has a single printed bulb; most are modeled in the retained table as a co-located l<addr>/l<addr>b render-double pair for brightness, with the primary object placed and the duplicate documented.

Three lamps have no resolvable world-space coordinate at all: 53 (Advance in Rank), 85 (Borg Lock), and 86 (Borg Jackpot) are each modeled as a colored Primitive mesh sitting at local origin (0,0,0), parented to a transform this curation does not resolve, rather than as a placeable Light object. Inventing a coordinate for them would violate the project's never-invent-a-coordinate rule, so no spatial assertion is made for these three devices and the record stays partial for exactly this reason -- coverage.missing = ["spatial_placement"].

Lamp 78 (Borg Ship) is a special case in the other direction: the manual documents one bulb (A-17158, #555), but the retained table renders it as a five-waypoint animated "Borg ship flying across the top of the playfield" effect using five Light objects (l78a-l78e) plus per-letter "borg" sub-segments. Those five points are the same single physical device's own animation path, not five separate bulbs, so this device carries one placement at their centroid rather than five, documented as an explicit projection.

There is no dedicated "General Illumination Location" diagram anywhere in this 136-page manual (Section 2's own table of contents lists Lamp/Switch/Solenoid location pages but nothing for GI); the only printed GI evidence is the wiring table (five circuits, five wire colors, five connector pairs) plus the Section 3 schematic "General Illumination Circuits" (printed 3-10, a generic Power-Driver-Board triac/latch circuit with no per-string bulb count). Physical bulb quantity and every coordinate therefore come entirely from the retained table's own UpdateGI dispatch and its three playfield-facing emitter collections:

  • GI address 0 ("Shields G.I.") drives St1Shields, 12 raw members: 6 ShieldGiBig1-6 Light objects (the physical bulbs) plus 6 ShieldGiFlasherS1-6 Flasher objects sitting within 0.002 normalized units of their ShieldGiBig counterpart -- co-located glow-dome render doubles, excluded, leaving 6 placements.
  • GI addresses 1 and 2 ("Insert G.I.", printed twice) drive only VR-backglass-room helper objects (VRBGGI*/VRBGGIarea*) in St2GI1/St3GI2 -- never a playfield emitter -- confirming these are backbox-only circuits with no playfield bulb, matching the manual's own "Insert" wording.
  • GI address 3 ("Playfield G.I.") drives St4PFGI, 42 raw members. Most physical bulbs are modeled as a co-located "Gis*" + "Gi*" Light pair (nearest-neighbor deduplicated to 17 bulb positions), plus 2 lbumperr jet-bumper-cap Light objects (18 placements total). Excluded: Flasher1-5 (Flasher-typed objects at coordinates identical to already-counted solenoid-driven flasher devices -- e.g. Flasher4 exactly matches solenoid 21's f121 position -- the same physical flasher bulb re-included in the GI dimming collection for visual realism, not a distinct GI bulb), GiBig (a large ambient-wash Flasher helper with no corresponding manual bulb), and l1/l2/l1b/l2b (unidentified cosmetic lights matching no lamp-matrix or GI parts-list entry).
  • GI address 4 ("Return Lane/Coin") drives St5ReLa, 31 raw members, deduplicated the same way to 16 bulb positions (14 Gis/Gi pairs plus 2 more lbumperr positions). Two further raw members (Gi9, Gi11) sit at coordinates identical to two St4PFGI members and are excluded here as a shared-object anomaly: their paired "Gis*" sibling exists only in St4PFGI, so that circuit is recorded as their physical home rather than double-placing the same bulb under both GI addresses.

Author construction checklist

  • Build the six-ball trough (three balls) plus three more balls pre-placed in the gun subways/lock queue at boot, the auto-plunger shooter lane, both slingshots (crossed left/right addressing), three jet bumpers, the left lock four-ball queue, the Borg lock, the top-hole/left-hole/center-hole diverter maze, the top drop target, the two rotating gun/cannon assemblies with position feedback, and three flippers (two lower, one upper right, no upper left).
  • Public custom switches are 121-128 (aliases 91-98), and public custom solenoids are 51-56 (aliases 37-42); never bind the printed silkscreen numbers directly.
  • Preserve opto polarity for 31-38, 41-48, and 61-67 (row 8/switch 68 excepted); PinMAME already normalizes every one of them and there is nothing to invert manually.
  • Switches 16/17 are eddy-current proximity sensors, not optos or leaf switches; do not shade them as opto in a recreation.
  • Never claim a gun motor (solenoid 17/18) directly actuates its Home/Mark switch; the switches report the assembly's continuous rotational position, not a discrete solenoid pulse.
  • Bind every dedicated switch 1-8, every matrix position 11-88 (all fitted), Fliptronic 111-118 with 118 not installed and 117 repurposed as a Spinner, the eight CPU DIP bits, solenoids 1-56 (19 and 35/36 unfitted), lamps 11-88 (all fitted, three spatially unresolved), GI 0-4 (1/2 backbox-only), and the 128x32 DMD.

Sources

  • manual.williams.star-trek-the-next-generation.1993: Williams Star Trek: The Next Generation operations manual, SHA-256 7f626bce89556b2af4c80bf9eb1a5f74c72cbffe83a85b5142f17140bc820d86.
  • manual-support.williams.star-trek-the-next-generation.1993: retained human transcription, SHA-256 07f57792c7f405a5e59607a73ac73bb00f9b7daa91ede63477337d4a9ce8f948.
  • vpx-script.sttng-vpw-mod-1-0: retained known-working VPW Mod v1.0 embedded script, SHA-256 073d9971157e822a246b2baf1e8f8033304d1b5272ffb2e9bd9581caf448cd24, binding sttng_l7.
  • vpx-table.sttng-vpw-mod-1-0: retained table, SHA-256 bd00efe46f3ab2392f8c471e65177b348da8e9fcb5829e9f073ab23f69714d8c, bounds left=0 top=0 right=1093 bottom=2162.
  • pinmame.core.4ec52ff0ac13: src/wpc/sims/wpc/full/sttng.c and the WPC-DCS core/solenoid/flipper handling at the pinned revision.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
sttng_x9Star Trek: The Next Generation (LX-9 MOD, Special Sound L-1)
LX-9 MOD (2026 community firmware modification, Special Sound L-1); a firmware modification for the same physical machine, not a new game.
2026sttng_l7identical
sttng_x8Star Trek: The Next Generation (LX-8 MOD, Special Sound L-1)
LX-8 MOD (2023 community firmware modification, Special Sound L-1); a firmware modification for the same physical machine, not a new game.
2023sttng_l7identical
sttng_l7cStar Trek: The Next Generation (LX-7C Competition MOD)
LX-7C Competition MOD (2017 community patch, rev. L-7X patch b804); a firmware modification of LX-7 for competition play on the same physical machine, not a new game.
2017sttng_l7identical
sttng_x7Star Trek: The Next Generation (LX-7, Special Sound L-1)
LX-7 Special Sound revision, Sound L-1; same physical machine and I/O map.
1994sttng_l7identical
sttng_l7Star Trek: The Next Generation (LX-7, Sound L-1)
Williams production LX-7 game ROM (Sound L-1), the parent driver, shipped with the physical machine.
1994identical
sttng_h7Star Trek: The Next Generation (HG-7 LED Ghost Fix)
HG-7 LED Ghost Fix German-language revision; same physical machine and I/O map.
1994sttng_l7identical
sttng_g7Star Trek: The Next Generation (LG-7 German)
LG-7 German-language revision of LX-7; same physical machine and I/O map.
1994sttng_l7identical
sttng_dxStar Trek: The Next Generation (DX-7 LED Ghost Fix, Special Sound L-1)
DX-7 LED Ghost Fix revision, Special Sound L-1; same physical machine and I/O map.
1994sttng_l7identical

Parent set: sttng_l7 — clones share this definition unless a hardware difference is noted.

Pinball memory maps

External source LGPL-3.0-only2 maps

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.

sttng_l7.map.json

williams-wpc-12Kv6format 0.8

maps/williams/wpc/sttng_l7.map.json

Applies to ROMs
sttng_d1sttng_d2sttng_d7sttng_dxsttng_g7sttng_h7sttng_l1sttng_l2sttng_l3sttng_l5sttng_l7sttng_l7c
Sections
auditschecksum16checksum8game_statehigh_scoreslast_playedmode_champions

williams-wpc-12K defines the RAM layout this map’s offsets are read against — the map is not interpretable without it.

sttng_p4.map.json

williams-wpc-12Kv5format 0.8

maps/williams/wpc/sttng_p4.map.json

Applies to ROMs
sttng_p4
Sections
auditschecksum16checksum8game_statehigh_scoreslast_played

williams-wpc-12K 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.4ec52ff0ac13

    Pinned catalog driver records for the sttng_* clone tree

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • PinMAME source

    BSD-3-Clause

    pinmame.core.4ec52ff0ac13

    Source locations

    src/wpc/sims/wpc/full/sttng.c sttngGameData GEN_WPCDCS with wpc_dispDMD, the inverted-switch mask {0x00,0x00,0x00,0xff,0xff,0x00,0x7f,0x00,0x00,0x00,0x00,0x00}, FLIP_SW(FLIP_L|FLIP_U)|FLIP_SOL(FLIP_L|FLIP_UR), hw.swCol=1/hw.custSol=6, sw*/s* defines, sttng_stateDef ball-tracking simulator (GUN_HOME=8*2=16, GUN_MARK=8*7=56, GUN_END=8*20=160 step constants), sttng_handleMech (diverter position counters and gun rotation buffering), sttng_getSol (reads WPC_EXTBOARD1 bits 0-5 for the six custom solenoids), sttng_swRowRead (9th switch column read-back); src/wpc/core.h CORE_CUSTSWCOL=CORE_STDSWCOLS=12, CORE_CUSTSWNO(c,r)=(CORE_CUSTSWCOL-1+c)*10+r, CORE_FIRSTCUSTSOL=51, CORE_CUSTSOLNO(n)=CORE_FIRSTCUSTSOL-1+n, CORE_FIRSTUFLIPSOL=33, CORE_FIRSTLFLIPSOL=45; src/wpc/core.c core_getSol dispatch (the solNo<=44 branch returns 0 for GEN_WPCDCS before ever reaching hw.getSol, proving the six custom solenoids must be numbered above 50 for sttng_getSol to be reachable at all); src/libpinmame/libpinmame.h PINMAME_HARDWARE_GEN_WPCDCS=0x10

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • Human review

    BSD-3-Clause

    controller-profile.pinmame-wpc-dcs

    WPC-DCS public switch, DIP, solenoid, lamp, and five-GI address rules, including the custom switch/solenoid column arithmetic and the no-LPDC 37-44 unused range, reused unchanged from Williams Indiana Jones: The Pinball Adventure

    internal:controllers/pinmame/wpc-dcs.json
    by
    PinMAME contributors
    rev
    repository
  • Operator manual

    manual.williams.star-trek-the-next-generation.1993

    Source locations

    136-page scan of the Williams Star Trek: The Next Generation operations manual (Internet Archive item arcademanual_Star_Trek_TNG_OPS, textfiles.com manual library). Printed pages 2-40 through 2-45 carry the lamp/switch/solenoid location parts lists and their matrix and solenoid/flasher wiring tables; printed pages 3-14 through 3-28 carry the Flipper Opto, LED/Photo Transistor, 7 Ball Trough, Proximity Sensor II, Eddy Sensor, Motor EMI, Gun Circuit Diagram, 8-Driver PCB, and 16-Opto PCB assembly/schematic pages that fix device construction and the true custom-column/custom-solenoid public addressing; printed page 1-41 documents the gun/cannon assembly's physical topology.

    external:pinmame-manuals/by-machine/williams.star-trek-the-next-generation.1993/archive-arcademanual_Star_Trek_TNG_OPS/Star_Trek_TNG_OPS.pdf
    by
    Williams Electronics Games, Inc.; scan hosted by the Internet Archive (textfiles.com manual library)
    sha256
    7f626bce8955…
  • Human review

    manual-support.williams.star-trek-the-next-generation.1993

    Source locations

    Retained human transcription of every rendered manual table used by this definition, together with the rendered PNG page cache under external:pinmame-manuals/rendered/williams.star-trek-the-next-generation.1993/. The retained PDF carries an OCR text layer, but every printed table used here was visually confirmed against the rendered page rather than trusted from OCR text alone.

    external:pinmame-review-artifacts/star-trek-the-next-generation-1993/manual-transcription.md
    by
    pinmame-game-defs curation
    rev
    2026-08-07
    sha256
    07f57792c7f4…
  • VPX table

    vpx-table.sttng-vpw-mod-1-0

    Source locations

    Retained known-working VPW Mod v1.0 recreation of the physical machine. Exact playfield bounds are left=0 top=0 right=1093 bottom=2162 (a wide-body "Superpin" table, matching Williams Indiana Jones); normalized coordinates are x/1093 and y/2162. Geometry authority only for named table objects.

    external:pinmame-vpx-sources/williams/star-trek-the-next-generation-1993/source/Star_Trek_The_Next_Generation_Williams_1993_VPW_Mod_v1.0.vpx
    by
    VPW
    sha256
    bd00efe46f3a…
  • VPX script

    vpx-script.sttng-vpw-mod-1-0

    Source locations

    Retained embedded VPW script (149,787 bytes). Runtime and mechanism-causality authority: Const cGameName = "sttng_l7", Const UseSolenoids = 2 (fast flips), the SolCallback/SolModCallback table for solenoids 1-28 and 51-56 (public addresses, confirming the custom-solenoid arithmetic against the manual's stale 37-42 silkscreen numbers), the CannonLTimer_Timer/CannonRTimer_Timer handlers that set Controller.Switch(122/125/126/127) directly from CannonBaseL/CannonBaseR.ObjRotZ (confirming the custom-switch-column arithmetic against the manual's stale 91-98 silkscreen numbers and the driver's own stale //92 etc. comments), the bsTrough/BorgLock cvpmBallStack instances (proving switches 31 and 61-67 have no discrete playfield trigger object), and UpdateGI mapping GI addresses 0/3/4 to the St1Shields/St4PFGI/St5ReLa playfield emitter collections (GI 1/2 drive only VR-backglass-room helper objects, confirming they are backbox-only).

    external:pinmame-vpx-sources/williams/star-trek-the-next-generation-1993/extracted-vpxtool/script.vbs
    by
    VPW table authors
    sha256
    073d9971157e…
  • VPX table

    vpx-extraction.sttng-vpw-mod-1-0

    Source locations

    Canonical manifest covering every sorted relative POSIX path, byte size, and SHA-256 under extracted-vpxtool; manifest SHA-256 c913342c6421558eead345703d08105db5b2779e936f898e56ec1fd177249542; 1585 files, 247600334 bytes, produced with vpxtool git:v0.33.3 from the retained table. Bounds are left=0 top=0 right=1093 bottom=2162.

    external:pinmame-vpx-sources/williams/star-trek-the-next-generation-1993/extracted-vpxtool.manifest.json
    by
    vpxtool extraction

Something wrong or missing?

This definition still has 1 unmet requirement, 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