Star Trek: The Next Generation

Partial

Williams1993WPCwilliams.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

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

No display inventory recorded yet.

Address space
Switches
1–127 (81)
Solenoids
1–56 (34)
Lamps
11–124 (62)
Cabinet & flipper inputs
112flipper.lower.right114flipper.lower.left116flipper.upper.right118flipper.upper.left1cabinet.coin.12cabinet.coin.23cabinet.coin.34cabinet.coin.4

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

Coverage

Partial

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

Catalog Identity
observed
Address Enumeration
candidate
Semantic Naming
candidate
Physical Wiring
candidate
Mechanisms
unknown
Variant Coverage
candidate
Recreation Knowledge
candidate
Still missing · 13
IdentityController PlatformInput EnumerationInput SemanticsOutput EnumerationOutput SemanticsDisplay InventoryMechanism InventoryMechanism BehaviorPolarityVariant DifferencesRecreation NotesProvenance

Switches

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

80 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.

80 shown
# Name Device ID Role Evidence
1
Coin Button 1
switch.coin-1
cabinet.coin.1
candidate
2
Coin Button 2
switch.coin-2
cabinet.coin.2
candidate
3
Coin Button 3
switch.coin-3
cabinet.coin.3
candidate
4
Coin Button 4
switch.coin-4
cabinet.coin.4
candidate
5
Cancel
switch.cancel
service.cancel
candidate
6
Down
switch.down
service.down
candidate
7
Up
switch.up
service.up
candidate
8
Enter
switch.enter
service.enter
candidate
11
Buy-In Button
switch.buy-in-button
candidate
12
Right Fire Button
switch.right-fire-button
candidate
13
Start Button
switch.start-button
candidate
14
Plumb Bob TiltNC
switch.plumb-bob-tilt
candidate
15
Left Outlane
switch.left-outlane
candidate
16
Left Return Lane
switch.left-return-lane
candidate
17
Right Return Lane
switch.right-return-lane
candidate
18
Right Outlane
switch.right-outlane
candidate
21
Slam Tilt
switch.slam-tilt
candidate
22
Coin Door ClosedNC
switch.coin-door-closed
candidate
23
Made Middle Ramp
switch.made-middle-ramp
candidate
25
Enter Right Ramp
switch.enter-right-ramp
candidate
26
Left 45 Degree Target
switch.left-45-degree-target
candidate
27
Center 45 Degree Target (Neutral Zone)
switch.center-45-degree-target-neutral-zone
candidate
28
Right 45 Degree Target
switch.right-45-degree-target
candidate
31
Borg Lock
switch.borg-lock
candidate
32
Under Left Gun Switch 2
switch.under-left-gun-switch-2
candidate
33
Under Right Gun Switch 2
switch.under-right-gun-switch-2
candidate
34
Right Gun Shooter
switch.right-gun-shooter
candidate
35
Under Left Lock Switch 2
switch.under-left-lock-switch-2
candidate
36
Under Left Gun Switch 1
switch.under-left-gun-switch-1
candidate
37
Under Right Gun Switch 1
switch.under-right-gun-switch-1
candidate
38
Left Gun Shooter
switch.left-gun-shooter
candidate
41
Under Left Lock Switch 1
switch.under-left-lock-switch-1
candidate
42
Under Left Lock Switch 3
switch.under-left-lock-switch-3
candidate
43
Under Left Lock Switch 4
switch.under-left-lock-switch-4
candidate
44
Left Outer Loop
switch.left-outer-loop
candidate
45
Under Top Hole
switch.under-top-hole
candidate
46
Under Left Hole
switch.under-left-hole
candidate
47
Under Borg Hole
switch.under-borg-hole
candidate
48
Borg Entry
switch.borg-entry
candidate
51
Left Bank Top
switch.left-bank-top
candidate
52
Left Bank Middle
switch.left-bank-middle
candidate
53
Left Bank Bottom
switch.left-bank-bottom
candidate
54
Right Bank Top
switch.right-bank-top
candidate
55
Right Bank Middle
switch.right-bank-middle
candidate
56
Right Bank Bottom
switch.right-bank-bottom
candidate
57
Top Drop Target
switch.top-drop-target
candidate
58
Right Outer Loop
switch.right-outer-loop
candidate
61
Trough 1
switch.trough-1
candidate
62
Trough 2
switch.trough-2
candidate
63
Trough 3
switch.trough-3
candidate
64
Trough 4
switch.trough-4
candidate
65
Trough 5
switch.trough-5
candidate
66
Trough 6
switch.trough-6
candidate
67
Trough Up
switch.trough-up
candidate
68
Shooter Lane
switch.shooter-lane
candidate
71
Left Jet Bumper
switch.left-jet-bumper
candidate
72
Right Jet Bumper
switch.right-jet-bumper
candidate
73
Bottom Jet Bumper
switch.bottom-jet-bumper
candidate
74
Right Slingshot
switch.right-slingshot
candidate
75
Left Slingshot
switch.left-slingshot
candidate
76
Top Lane Left (Multiplier)
switch.top-lane-left-multiplier
candidate
77
Top Lane Center (Multiplier)
switch.top-lane-center-multiplier
candidate
78
Top Lane Right (Multiplier)
switch.top-lane-right-multiplier
candidate
81
Time Rift Target
switch.time-rift-target
candidate
82
Rift Target
switch.rift-target
candidate
83
Made Left Ramp
switch.made-left-ramp
candidate
84
Q Target
switch.q-target
candidate
85
Left 2X Shuttle
switch.left-2x-shuttle
candidate
86
Right 2X Shuttle
switch.right-2x-shuttle
candidate
87
Made Right Ramp
switch.made-right-ramp
candidate
88
Enter Left Ramp
switch.enter-left-ramp
candidate
112
Lower Right Flipper
switch.flipper-lower-right
flipper.lower.right
candidate
114
Lower Left Flipper
switch.flipper-lower-left
flipper.lower.left
candidate
116
Upper Right Flipper
switch.flipper-upper-right
flipper.upper.right
candidate
117
Spinner
switch.spinner
candidate
118
Upper Left Flipper
switch.flipper-upper-left
flipper.upper.left
candidate
122
Left Gun Mark
switch.left-gun-mark
candidate
125
Right Gun Home
switch.right-gun-home
candidate
126
Right Gun Mark
switch.right-gun-mark
candidate
127
Left Gun Home
switch.left-gun-home
candidate

Controlled devices

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

Coils, magnets & motors

23
23 shown
# Name Device ID Evidence
1
Left Gun Kicker
device.left-gun-kicker candidate
2
Right Gun Kicker
device.right-gun-kicker candidate
3
Left Gun Popper
device.left-gun-popper candidate
4
Right Gun Popper
device.right-gun-popper candidate
5
Left Lock Popper
device.left-lock-popper candidate
6
Auto Plunger
device.auto-plunger candidate
7
Knocker
device.knocker candidate
8
Kickback
device.kickback candidate
9
Left Slingshot
device.left-slingshot candidate
10
Right Slingshot
device.right-slingshot candidate
11
Trough Eject
device.trough-eject candidate
12
Left Jet Bumper
device.left-jet-bumper candidate
13
Right Jet Bumper
device.right-jet-bumper candidate
14
Bottom Jet Bumper
device.bottom-jet-bumper candidate
15
Top Diverter
device.top-diverter candidate
16
Borg Lock Kicker
device.borg-lock-kicker candidate
17
Left Gun Motor
device.left-gun-motor candidate
18
Right Gun Motor
device.right-gun-motor candidate
19
ROM Started
device.game-on candidate
51
Under Playfield Top Diverter
device.under-playfield-top-diverter candidate
52
Under Playfield Bottom Diverter
device.under-playfield-bottom-diverter candidate
53
Top Drop Target Reset (Up)
device.top-drop-target-reset-up candidate
54
Top Drop Target Down
device.top-drop-target-down candidate

Flashers

11
11 shown
# Name Device ID Evidence
20
Jets Flasher
device.jets-flasher candidate
21
Right Popper Flasher
device.right-popper-flasher candidate
22
Middle Ramp Flasher
device.middle-ramp-flasher candidate
23
Shields Flasher
device.shields-flasher candidate
24
Autofire Flasher
device.autofire-flasher candidate
25
Exit Underground Flasher
device.exit-underground-flasher candidate
26
Right Borg Flasher
device.right-borg-flasher candidate
27
Left Borg Flasher
device.left-borg-flasher candidate
28
Center Borg Flasher
device.center-borg-flasher candidate
55
Romulan Flasher
device.romulan-flasher candidate
56
Right Ramp Flasher
device.right-ramp-flasher candidate

Lamps

62

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
12
Hover or tap an address to identify it.
62 shown
# Name Device ID Evidence
11
outputs 11
lamp.outputs-11 candidate
12
outputs 12
lamp.outputs-12 candidate
13
outputs 13
lamp.outputs-13 candidate
14
outputs 14
lamp.outputs-14 candidate
15
outputs 15
lamp.outputs-15 candidate
16
outputs 16
lamp.outputs-16 candidate
17
outputs 17
lamp.outputs-17 candidate
18
outputs 18
lamp.outputs-18 candidate
21
outputs 21
lamp.outputs-21 candidate
22
outputs 22
lamp.outputs-22 candidate
23
outputs 23
lamp.outputs-23 candidate
24
outputs 24
lamp.outputs-24 candidate
25
outputs 25
lamp.outputs-25 candidate
26
outputs 26
lamp.outputs-26 candidate
27
outputs 27
lamp.outputs-27 candidate
28
outputs 28
lamp.outputs-28 candidate
31
outputs 31
lamp.outputs-31 candidate
32
outputs 32
lamp.outputs-32 candidate
33
outputs 33
lamp.outputs-33 candidate
34
outputs 34
lamp.outputs-34 candidate
35
outputs 35
lamp.outputs-35 candidate
36
outputs 36
lamp.outputs-36 candidate
37
outputs 37
lamp.outputs-37 candidate
38
outputs 38
lamp.outputs-38 candidate
41
outputs 41
lamp.outputs-41 candidate
42
outputs 42
lamp.outputs-42 candidate
43
outputs 43
lamp.outputs-43 candidate
44
outputs 44
lamp.outputs-44 candidate
45
outputs 45
lamp.outputs-45 candidate
46
outputs 46
lamp.outputs-46 candidate
47
outputs 47
lamp.outputs-47 candidate
48
outputs 48
lamp.outputs-48 candidate
51
outputs 51
lamp.outputs-51 candidate
52
outputs 52
lamp.outputs-52 candidate
53
outputs 53
lamp.outputs-53 candidate
54
outputs 54
lamp.outputs-54 candidate
55
outputs 55
lamp.outputs-55 candidate
56
outputs 56
lamp.outputs-56 candidate
57
outputs 57
lamp.outputs-57 candidate
58
outputs 58
lamp.outputs-58 candidate
61
outputs 61
lamp.outputs-61 candidate
62
outputs 62
lamp.outputs-62 candidate
63
outputs 63
lamp.outputs-63 candidate
64
outputs 64
lamp.outputs-64 candidate
65
outputs 65
lamp.outputs-65 candidate
66
outputs 66
lamp.outputs-66 candidate
67
outputs 67
lamp.outputs-67 candidate
68
outputs 68
lamp.outputs-68 candidate
71
outputs 71
lamp.outputs-71 candidate
72
outputs 72
lamp.outputs-72 candidate
73
outputs 73
lamp.outputs-73 candidate
74
outputs 74
lamp.outputs-74 candidate
75
outputs 75
lamp.outputs-75 candidate
76
outputs 76
lamp.outputs-76 candidate
77
outputs 77
lamp.outputs-77 candidate
78
outputs 78
lamp.outputs-78 candidate
81
outputs 81
lamp.outputs-81 candidate
82
outputs 82
lamp.outputs-82 candidate
84
outputs 84
lamp.outputs-84 candidate
85
outputs 85
lamp.outputs-85 candidate
86
outputs 86
lamp.outputs-86 candidate
124
outputs 124
lamp.outputs-124 candidate

Configuration & other inputs

1 shown
# Name Device ID Evidence
24
Always Closed
switch.always-closed candidate

Recreation notes

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

Coverage
partial - source-derived recreation knowledge requiring validation

Overview

Legacy evidence identifies this candidate as Williams (1993). The information below is preserved for recreation work but is not automatically treated as validated physical-machine fact.

Playfield devices

Switch, lamp/GI, and controlled-device candidates are in the adjacent machine definition. Source-specific implementation notes are retained below.

Custom mechanisms

No custom mechanism conclusion has been validated. Manuals, schematics, PinMAME source, and gameplay evidence still need to be checked.

Ball-state transitions

Ball paths, trough ordering, locks, kickouts, and causal transitions have not yet been normalized. Relevant source notes follow under Evidence notes.

Controller interactions

Controller callbacks and bindings are candidate evidence only until reconciled against PinMAME and physical documentation.

Service and setup information

Unknown; locate operator/service documentation.

Timing and tuning observations

Source timing values may describe a particular VPX implementation rather than physical hardware and require review.

Recreation guidance

Do not treat this partial definition as a complete authoring specification. Resolve every coverage requirement and conflict before promotion.

Evidence notes

  • platforms/wpc.json#/coils/1: Unbound legacy outputs record c_flipper_lower_right was retained as a migration note only.
  • platforms/wpc.json#/coils/2: Unbound legacy outputs record c_flipper_lower_left was retained as a migration note only.
  • platforms/wpc.json#/coils/3: Unbound legacy outputs record c_flipper_upper_right was retained as a migration note only.
  • platforms/wpc.json#/coils/4: Unbound legacy outputs record c_flipper_upper_left was retained as a migration note only.
  • games/sttng.json#/switches/0._note: Directly set via keyFront in KeyDown/KeyUp handlers
  • games/sttng.json#/switches/1._note: Set via PlungerKey and LockBarKey in KeyDown/KeyUp handlers
  • games/sttng.json#/switches/3._note: vpmNudge.TiltSwitch = 14
  • games/sttng.json#/switches/9._note: Controller.Switch(22) = 1 in table init
  • games/sttng.json#/switches/11._note: Controller.Switch(24) = 0 set in init, but PinMAME defines this as always closed
  • games/sttng.json#/switches/13._note: Standup target; PulseSw in T26_Hit
  • games/sttng.json#/switches/14._note: Neutral zone hole entry; PulseSw 27 in sw27_Hit. Also triggers T27 target animation
  • games/sttng.json#/switches/15._note: Standup target; PulseSw in T28_Hit
  • games/sttng.json#/switches/16._note: Opto switch. Used in BorgLock ball stack InitSw
  • games/sttng.json#/switches/17._note: Opto. Set in sw32_Hit, cleared when sw36 (Under L Gun 1) is hit
  • games/sttng.json#/switches/18._note: Opto. Set in sw33_Hit, cleared when sw37 (Under R Gun 1) is hit
  • games/sttng.json#/switches/19._note: Opto. Set by Kicker2_Hit when ball enters right cannon
  • games/sttng.json#/switches/21._note: Opto. Kicker trigger for left gun loading
  • games/sttng.json#/switches/22._note: Opto. Kicker trigger for right gun loading
  • games/sttng.json#/switches/23._note: Opto. Set by Kicker1_Hit when ball enters left cannon
  • games/sttng.json#/switches/24._note: Opto. Primary lock kicker position
  • games/sttng.json#/switches/25._note: Opto
  • games/sttng.json#/switches/26._note: Opto
  • games/sttng.json#/switches/28._note: PulseSw in sw45_Hit
  • games/sttng.json#/switches/29._note: Set via sw46t_Hit trigger, not a kicker
  • games/sttng.json#/switches/30._note: Start Mission scope; trigger with sw47dr drop mechanism
  • games/sttng.json#/switches/32._note: Drop target; PulseSw in T51_Hit
  • games/sttng.json#/switches/33._note: Drop target; PulseSw in T52_Hit
  • games/sttng.json#/switches/34._note: Drop target; PulseSw in T53_Hit
  • games/sttng.json#/switches/35._note: Drop target; PulseSw in T54_Hit
  • games/sttng.json#/switches/36._note: Drop target; PulseSw in T55_Hit
  • games/sttng.json#/switches/37._note: Drop target; PulseSw in T56_Hit
  • games/sttng.json#/switches/38._note: Single drop target; handled via TopDrop cvpmDropTarget object
  • games/sttng.json#/switches/40._note: Opto. bsTrough.InitSw position 6 (sw61)
  • games/sttng.json#/switches/41._note: Opto. bsTrough.InitSw position 5 (sw62)
  • games/sttng.json#/switches/42._note: Opto. bsTrough.InitSw position 4 (sw63)
  • games/sttng.json#/switches/43._note: Opto. bsTrough.InitSw position 3 (sw64)
  • games/sttng.json#/switches/44._note: Opto. bsTrough.InitSw position 2 (sw65)
  • games/sttng.json#/switches/45._note: Opto. bsTrough.InitSw position 1 (sw66)
  • games/sttng.json#/switches/46._note: PulseSw 67 in SolRelease callback
  • games/sttng.json#/switches/47._note: Auto-plunger switch; set in AutoPlunger_Hit
  • games/sttng.json#/switches/48._note: PulseSw 71 in LeftJetBumper_hit
  • games/sttng.json#/switches/49._note: PulseSw 72 in RightJetBumper_hit
  • games/sttng.json#/switches/50._note: PulseSw 73 in BottomJetBumper_hit
  • games/sttng.json#/switches/51._note: PulseSw 74 in SlingShotRight_Slingshot
  • games/sttng.json#/switches/52._note: PulseSw 75 in SlingShotLeft_Slingshot
  • games/sttng.json#/switches/56._note: PulseSw in T81_Hit
  • games/sttng.json#/switches/57._note: PulseSw in T82_Hit
  • games/sttng.json#/switches/59._note: PulseSw in T84_Hit
  • games/sttng.json#/switches/60._note: PulseSw in T85_Hit
  • games/sttng.json#/switches/61._note: PulseSw in T86_Hit
  • games/sttng.json#/switches/64._note: WPC F7 switch. PulseSw 117 in sw117spinner_Spin
  • games/sttng.json#/switches/65._note: Custom switch column 9. Set dynamically by CannonLTimer based on cannon position
  • games/sttng.json#/switches/66._note: Custom switch column 9. Set dynamically by CannonRTimer based on cannon position
  • games/sttng.json#/switches/67._note: Custom switch column 9. Set dynamically by CannonRTimer based on cannon position
  • games/sttng.json#/switches/68._note: Custom switch column 9. Set dynamically by CannonLTimer based on cannon position
  • games/sttng.json#/coils/0._vbscript_callback: LeftCannonKicker
  • games/sttng.json#/coils/0._inferred_type: kicker
  • games/sttng.json#/coils/0._note: Fires ball from left cannon
  • games/sttng.json#/coils/1._vbscript_callback: RightCannonKicker
  • games/sttng.json#/coils/1._inferred_type: kicker
  • games/sttng.json#/coils/1._note: Fires ball from right cannon
  • games/sttng.json#/coils/2._vbscript_callback: UnderLeftGun
  • games/sttng.json#/coils/2._inferred_type: kicker
  • games/sttng.json#/coils/2._note: Kicks ball from under-left-gun to left cannon
  • games/sttng.json#/coils/3._vbscript_callback: UnderRightGun
  • games/sttng.json#/coils/3._inferred_type: kicker
  • games/sttng.json#/coils/3._note: Kicks ball from under-right-gun to right cannon
  • games/sttng.json#/coils/4._vbscript_callback: LeftLock
  • games/sttng.json#/coils/4._inferred_type: kicker
  • games/sttng.json#/coils/4._note: Ejects ball from left lock (under-left-lock sw1)
  • games/sttng.json#/coils/5._vbscript_callback: AutoPlunge
  • games/sttng.json#/coils/5._inferred_type: ball_management
  • games/sttng.json#/coils/5._note: Auto-launches ball from shooter lane
  • games/sttng.json#/coils/6._vbscript_callback: vpmSolSound SoundFX("Knocker",DOFKnocker),
  • games/sttng.json#/coils/6._inferred_type: knocker
  • games/sttng.json#/coils/7._vbscript_callback: Kickback
  • games/sttng.json#/coils/7._inferred_type: kicker
  • games/sttng.json#/coils/7._note: Left outlane kickback
  • games/sttng.json#/coils/8._inferred_type: slingshot
  • games/sttng.json#/coils/8._note: PinMAME defines sLSling=9. No explicit SolCallback in VBS — handled by VPM framework
  • games/sttng.json#/coils/9._inferred_type: slingshot
  • games/sttng.json#/coils/9._note: PinMAME defines sRSling=10. No explicit SolCallback in VBS — handled by VPM framework
  • games/sttng.json#/coils/10._vbscript_callback: SolRelease
  • games/sttng.json#/coils/10._inferred_type: ball_management
  • games/sttng.json#/coils/10._note: bsTrough.ExitSol_On — ejects ball from trough. PinMAME: sTrough=11
  • games/sttng.json#/coils/11._inferred_type: bumper
  • games/sttng.json#/coils/11._note: PinMAME defines sJet1=12. No explicit SolCallback in VBS — handled by VPM framework
  • games/sttng.json#/coils/12._inferred_type: bumper
  • games/sttng.json#/coils/12._note: PinMAME defines sJet2=13. No explicit SolCallback in VBS — handled by VPM framework
  • games/sttng.json#/coils/13._inferred_type: bumper
  • games/sttng.json#/coils/13._note: PinMAME defines sJet3=14. No explicit SolCallback in VBS — handled by VPM framework
  • games/sttng.json#/coils/14._vbscript_callback: TopDiverter
  • games/sttng.json#/coils/14._inferred_type: diverter
  • games/sttng.json#/coils/15._vbscript_callback: BorgLock.SolOut
  • games/sttng.json#/coils/15._inferred_type: kicker
  • games/sttng.json#/coils/15._note: Ejects ball from Borg lock
  • games/sttng.json#/coils/16._vbscript_callback: LeftCannonMotor
  • games/sttng.json#/coils/16._inferred_type: mechanism
  • games/sttng.json#/coils/16._note: Rotates left cannon. Position tracked by switches 122 (mark) and 127 (home)
  • games/sttng.json#/coils/17._vbscript_callback: RightCannonMotor
  • games/sttng.json#/coils/17._inferred_type: mechanism
  • games/sttng.json#/coils/17._note: Rotates right cannon. Position tracked by switches 125 (home) and 126 (mark)
  • games/sttng.json#/coils/18._vbscript_callback: Flash120
  • games/sttng.json#/coils/18._inferred_type: flasher
  • games/sttng.json#/coils/18._note: SolModCallBack; also drives l83
  • games/sttng.json#/coils/19._vbscript_callback: Flash121
  • games/sttng.json#/coils/19._inferred_type: flasher
  • games/sttng.json#/coils/19._note: SolModCallBack; also drives l121
  • games/sttng.json#/coils/20._vbscript_callback: Flash122
  • games/sttng.json#/coils/20._inferred_type: flasher
  • games/sttng.json#/coils/20._note: SolModCallBack; also drives f122b, f122s
  • games/sttng.json#/coils/21._vbscript_callback: Flash123
  • games/sttng.json#/coils/21._inferred_type: flasher
  • games/sttng.json#/coils/21._note: SolModCallBack; also drives f123a, ShieldGiBig7/8/10
  • games/sttng.json#/coils/22._vbscript_callback: SetLamp 124,
  • games/sttng.json#/coils/22._inferred_type: flasher
  • games/sttng.json#/coils/22._note: Uses SetLamp to lamp 124 rather than SolModCallBack
  • games/sttng.json#/coils/23._vbscript_callback: Flash125
  • games/sttng.json#/coils/23._inferred_type: flasher
  • games/sttng.json#/coils/23._note: SolModCallBack; left popper area. Also drives l125
  • games/sttng.json#/coils/24._vbscript_callback: Flash126
  • games/sttng.json#/coils/24._inferred_type: flasher
  • games/sttng.json#/coils/24._note: SolModCallBack; also drives f126s, l78borgb1, l78borga1, l78d1, l78e1
  • games/sttng.json#/coils/25._vbscript_callback: Flash127
  • games/sttng.json#/coils/25._inferred_type: flasher
  • games/sttng.json#/coils/25._note: SolModCallBack; also drives f127s, l78b1, l78c1, l78borgd1, l78borge1
  • games/sttng.json#/coils/26._vbscript_callback: Flash128
  • games/sttng.json#/coils/26._inferred_type: flasher
  • games/sttng.json#/coils/26._note: SolModCallBack; also drives f128s, GiBigGreen, l78a1, l78borgc1
  • games/sttng.json#/coils/27._vbscript_callback: UnderDiverterTop
  • games/sttng.json#/coils/27._inferred_type: diverter
  • games/sttng.json#/coils/27._note: WPC extboard solenoid. Controls DiverterFRG and sw37dr1 drop walls
  • games/sttng.json#/coils/28._vbscript_callback: UnderDiverterBottom
  • games/sttng.json#/coils/28._inferred_type: diverter
  • games/sttng.json#/coils/28._note: WPC extboard solenoid. Controls DiverterFLG drop wall
  • games/sttng.json#/coils/29._vbscript_callback: TopDrop.SolDropUp
  • games/sttng.json#/coils/29._inferred_type: drop_target_reset
  • games/sttng.json#/coils/29._note: WPC extboard solenoid. Resets the single top drop target
  • games/sttng.json#/coils/30._vbscript_callback: TopDrop.SolDropDown
  • games/sttng.json#/coils/30._inferred_type: drop_target_reset
  • games/sttng.json#/coils/30._note: WPC extboard solenoid. Drops the top drop target
  • games/sttng.json#/coils/31._vbscript_callback: Flash141
  • games/sttng.json#/coils/31._inferred_type: flasher
  • games/sttng.json#/coils/31._note: SolModCallBack; also drives f141s, f141s1, GiBigGreen, l141, l141a
  • games/sttng.json#/coils/32._vbscript_callback: Flash142
  • games/sttng.json#/coils/32._inferred_type: flasher
  • games/sttng.json#/coils/32._note: SolModCallBack; also drives f142s, f142s1, GiBigRed, GiBigRed1, l142
  • games/sttng.json#/lamps/0._note: Also l11b, f11
  • games/sttng.json#/lamps/1._note: Also l12b, f12
  • games/sttng.json#/lamps/2._note: Also l13b
  • games/sttng.json#/lamps/3._note: Also l14b
  • games/sttng.json#/lamps/4._note: Also l15b, f15
  • games/sttng.json#/lamps/5._note: Also l16b
  • games/sttng.json#/lamps/6._note: Also l17b
  • games/sttng.json#/lamps/7._note: Also l18b
  • games/sttng.json#/lamps/8._note: Also l21b
  • games/sttng.json#/lamps/9._note: Also l22b
  • games/sttng.json#/lamps/10._note: Also l23b
  • games/sttng.json#/lamps/11._note: Also l24b, f24
  • games/sttng.json#/lamps/12._note: Also l25b, f25
  • games/sttng.json#/lamps/13._note: Also l26b, f26, f26s, f26s1, l26blue
  • games/sttng.json#/lamps/14._note: Also l27b
  • games/sttng.json#/lamps/15._note: Also l28b, f28
  • games/sttng.json#/lamps/16._note: Also l31b
  • games/sttng.json#/lamps/17._note: Also l32b
  • games/sttng.json#/lamps/18._note: Also l33b
  • games/sttng.json#/lamps/19._note: Also l34b, f34
  • games/sttng.json#/lamps/20._note: Also l35b
  • games/sttng.json#/lamps/21._note: Also l36b
  • games/sttng.json#/lamps/22._note: Also l37b
  • games/sttng.json#/lamps/23._note: Also l38b, f38
  • games/sttng.json#/lamps/24._note: Also l41b, f41
  • games/sttng.json#/lamps/25._note: Also l42b
  • games/sttng.json#/lamps/26._note: Also l43b
  • games/sttng.json#/lamps/27._note: Also l44b
  • games/sttng.json#/lamps/28._note: Also l45b, f45
  • games/sttng.json#/lamps/29._note: Also l46b
  • games/sttng.json#/lamps/30._note: Also l47b
  • games/sttng.json#/lamps/31._note: Also l48b, f48
  • games/sttng.json#/lamps/32._note: Also l51b
  • games/sttng.json#/lamps/33._note: Also f52, f52s, f52s1. l52 position moves with left cannon
  • games/sttng.json#/lamps/34._note: Also f53, f53s. Object-based fade (NFadeObjm)
  • games/sttng.json#/lamps/35._note: Also l54b
  • games/sttng.json#/lamps/36._note: Also l55b
  • games/sttng.json#/lamps/37._note: Also l56b
  • games/sttng.json#/lamps/38._note: Also l57b
  • games/sttng.json#/lamps/39._note: Also l58b
  • games/sttng.json#/lamps/40._note: Also l61b
  • games/sttng.json#/lamps/41._note: Also l62b
  • games/sttng.json#/lamps/42._note: Also l63b
  • games/sttng.json#/lamps/43._note: Also l64b
  • games/sttng.json#/lamps/44._note: Also l65b
  • games/sttng.json#/lamps/45._note: Also l66b
  • games/sttng.json#/lamps/46._note: Also l67b, f67
  • games/sttng.json#/lamps/47._note: Also l68b, f68
  • games/sttng.json#/lamps/48._note: Also l71b
  • games/sttng.json#/lamps/49._note: Also l72b
  • games/sttng.json#/lamps/50._note: Also l73b
  • games/sttng.json#/lamps/51._note: Also l74b
  • games/sttng.json#/lamps/52._note: Also l75b
  • games/sttng.json#/lamps/53._note: Also l76b
  • games/sttng.json#/lamps/54._note: Also l77b
  • games/sttng.json#/lamps/55._note: Borg ship lamp. Multiple VPX objects: l78a-e (custom mod), l78borga-e (original). Also l78a1-e1, l78borga1-e1 for flasher intensities
  • games/sttng.json#/lamps/56._note: Also l81b
  • games/sttng.json#/lamps/57._note: Also f82, f82s, f82s1. l82 position moves with right cannon
  • games/sttng.json#/lamps/58._note: Also l84b, f84
  • games/sttng.json#/lamps/59._note: Also f85, f85s. Object-based fade (NFadeObjm)
  • games/sttng.json#/lamps/60._note: Also f86, f86s, f86s1. Object-based fade (NFadeObjm)
  • games/sttng.json#/lamps/61._note: Also l124b. Autofire flasher lamp driven via SetLamp from coil 24
  • games/sttng.json#/_source/confidence_notes: High confidence on switches/coils/lamps. No Const sw* declarations — switches referenced by number directly. Solenoid numbers 51-54 are WPC extboard solenoids; flasher solenoids 55-56 are extboard custom. Spinner is WPC F7 (switch 117). Flipper coil IDs (sLRFlipper, sLLFlipper, sURFlipper) are framework constants defined in wpc.VBS, not in the table script. Trough uses 6-ball stack (sw61-sw66). STTNG has dual photon cannon mechanisms with motor solenoids and position-tracking switches. Borg lock is a separate ball stack device. Lamp vpx_names derived from NFadeLm/NFadeL calls in UpdateLamps.

Unresolved questions

  • Is the I/O enumeration complete for every supported physical/controller variant?
  • Which inferred VPX behaviors reflect real hardware, and which are table-script conveniences?
  • Are all mechanism home states, sensors, motion constraints, and ball interactions documented?

Sources

  • legacy.game.sttng: games/sttng.json at the pinned migration 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) 2026sttng_l7
sttng_x8Star Trek: The Next Generation (LX-8 MOD, Special Sound L-1) 2023sttng_l7
sttng_l7cStar Trek: The Next Generation (LX-7C Competition MOD) 2017sttng_l7
sttng_x7Star Trek: The Next Generation (LX-7, Special Sound L-1) 1994sttng_l7
sttng_l7Star Trek: The Next Generation (LX-7, Sound L-1) 1994
sttng_h7Star Trek: The Next Generation (HG-7 LED Ghost Fix) 1994sttng_l7
sttng_g7Star Trek: The Next Generation (LG-7 German) 1994sttng_l7
sttng_dxStar Trek: The Next Generation (DX-7 LED Ghost Fix, Special Sound L-1) 1994sttng_l7

Parent set: sttng_l7 — 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.

  • Legacy definition

    legacy.game.sttng

    games/sttng.json; origin=vbscript-parser

    by
    pinmame-game-defs contributors
    rev
    4ea106d08072
  • Legacy definition

    legacy.platform.wpc

    platforms/wpc.json

    by
    pinmame-game-defs contributors
    rev
    4ea106d08072
  • PinMAME catalog

    BSD-3-Clause

    pinmame.catalog.4ec52ff0ac13

    PinmameGetGames

    by
    PinMAME contributors
    rev
    4ec52ff0ac13

Something wrong or missing?

This definition still has 13 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