Revenge from Mars

Partial
Completion94%

Bally1999P2Kbally.revenge-from-mars.1999 Updated 2026-08-20

1 recorded, not blocking

The sources really do disagree, but the answer cannot change a table.

Slingshot spotlight lamp pair

The operations manual's table and physical location drawing place Left Slingshot Spotlight at 18B on the left slingshot and Right at 28B on the right. PinMAME's complete machine lamp-test walk reports the opposite semantic pair: public 15/manual 18B is Right and public 31/manual 28B is Left. Canonical labels follow the measured machine test, while coordinates follow the manual's physical addresses and drawing.

Why it does not matter here

The deterministic split resolves recreation without inventing a wiring swap: runtime controls semantic labels, and the factory drawing controls physical positions. The record explains why each runtime-named spotlight appears on the opposite physical slingshot.

Wire it up

what an authoring tool needs first
Bind this ROM
rfm_160

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

Controller platform
pinmame.p2k

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
  • Pinball 2000 reflected playfield video640×480
Address space
Switches
11–118 (88)
Solenoids
1–62 (48)
Lamps
0–127 (128)
Cabinet & flipper inputs
13cabinet.start23cabinet.launch91cabinet.coin.192cabinet.coin.293cabinet.coin.394cabinet.coin.4111cabinet.slam-tilt112cabinet.coin-door113cabinet.tilt115cabinet.flipper.right116cabinet.flipper.left117cabinet.action.right118cabinet.action.left

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

192 placements · 27 stacked · normalised player view · outline is nominal

211 Right Ramp Entrance · 70 Upper Right Corner (Middle)212 Left Ramp Exit · 5 Left Gate15 Drop Target Down16 Left Outlane17 Right Return Lane218 Shooter Lane · 15 Autoplunger25 Left Loop (Low)226 Left Return Lane · 15 Right Slingshot Spotlight27 Right Outlane28 Right Ramp Exit231 Center Loop Reed (Bottom) · 32 Center Loop Reed (Top)33 Center Target 434 Center Target 335 Center Target 236 Center Target 137 Martian Target 4 (Center)38 Up/Down Ramp Up41 Trough Jam42 Trough Ball 143 Trough Ball 244 Trough Ball 345 Trough Ball 4346 Right Popper · 8 Right Popper · 22 Right Popper Flasher47 Jet Exit451 Right Lockup 1 · 55 Right Lockup 2 · 6 Drop Target Down · 7 Drop Target Up52 Left Ramp Entrance53 Trough Ball 554 Trough Ball 656 Right Lockup 3261 Left Slingshot · 118 Left Slingshot (Saucer)262 Right Slingshot · 113 Right Slingshot (Saucer)363 Left Jet · 12 Left Jet · 106 Left Jet Bumper264 Right Jet · 13 Right Jet265 Bottom Jet · 14 Bottom Jet67 Right Loop (Low)68 Right Loop (High)271 Martian Target 3 (Left Top) · 26 Left Martian Flasher72 Martian Target 2 (Left Mid.)73 Martian Target 1 (Left Bot.)274 Center Loop Rollover · 109 Right of Right Top Lane75 Center Deflector Panel276 Right Top Lane · 4 Right Top Lane277 Left Top Lane · 5 Left Top Lane78 Left Loop (High)85 Martian Target 7 (Right Bot.)86 Martian Target 6 (Right Mid.)287 Martian Target 5 (Right Top) · 27 Right Martian Flasher1 Left Martian2 Right Martian3 Jet Exit Post4 Right Gate9 Trough Eject10 Left Slingshot11 Right Slingshot16 Right Lockup217 Center Arrow Flasher · 67 Capture Zone Active23 Left Arch Flasher25 Right Arch Flasher228 Attack Mars Flasher · 53 Center Arrow245 Right Flipper Power · 46 Right Flipper Hold247 Left Flipper Power · 48 Left Flipper Hold251 Lock Diverter Power · 52 Lock Diverter Hold253 Up/Down Ramp Power · 54 Up/Down Ramp Hold6 Martian Target 4 (Center)27 Center Loop Arrow · 66 Capture 18 Secret Weapon9 Tower Struggle10 Center Saucer Beam (Left)11 Question Mark12 Center Saucer Beam (Right)13 Drive-In Demolition14 Paris In Peril220 Mothership Multiball (Right) · 45 Saucer Rim 6221 Mothership Multiball (Left) · 61 Saucer Rim 322 Left Return Lane23 Left Outlane24 Big-O-Beam25 Right Saucer Beam (Left)26 Weapons27 Saucer28 Fuel29 Left Saucer Beam (Right)30 Center Saucer Beam (Center)31 Left Slingshot Spotlight36 Left Drain To Trough37 Right Drain To Trough38 Right Return Lane39 Right Outlane40 Mars Kneads Women41 Right Saucer Beam (Right)42 Saucer Rim 9 (Right)43 Saucer Rim 844 Saucer Rim 746 Saucer Rim 548 Right Popper Arrow49 Extra Ball50 Martian Attack51 Stroke Of Luck52 Left Side Spotlight54 Right Martian (High)55 Right Martian (Low)56 Martian Happy Hour57 Alien Abduction58 Left Saucer Beam (Left)59 Saucer Rim 1 (Left)60 Saucer Rim 262 Saucer Rim 464 Multiball65 Capture 268 Shoot Again69 Behind Center Targets72 Right Loop Arrow73 Right Loop Circle74 Right Ramp Arrow75 Right Ramp Circle76 Left Loop Arrow77 Left Ramp Arrow78 Left Loop Circle79 Left Ramp Circle80 Shooter Lane 9 (Top)81 Under Right Ramp (Low)82 Under Right Ramp (High)83 Upper Right Corner (Low)84 Right Arch (Right)85 Right Arch (Left)86 Left Arch (Right)87 Left Arch (Left)88 Martian Target 5 (Right Top)89 Martian Target 6 (Right Mid.)90 Martian Target 7 (Right Bot.)91 Martian Target 3 (Left Top)92 Martian Target 2 (Left Mid.)93 Martian Target 1 (Left Bot.)94 Right Martian Eye95 Left Martian Eye96 Left Side 1 (Bottom)97 Left Side 298 Left Side 399 Left Side 4 (Top)100 Under Left Ramp (Bottom)101 Under Left Ramp (Top)2102 Between Left/Bottom Jets · 104 Bottom Jet Bumper103 Upper Left Corner107 Left of Left Top Lane108 Between Upper/Right Top Lanes110 Top of Center Loop111 Upper Right Corner (High)112 Right Slingshot (Bottom)114 Right Return Lane (Right)115 Right Return Lane (Left)116 Left Return Lane (Right)117 Left Return Lane (Left)119 Left Slingshot (Bottom)120 Shooter Lane 1 (Bottom)121 Shooter Lane 2122 Shooter Lane 3123 Shooter Lane 4124 Shooter Lane 5125 Shooter Lane 6126 Shooter Lane 7127 Shooter Lane 8

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 playfield119
  • sensorsenses the ball49
  • effectmoves the ball24
  • nStackseveral devices in one spot27
192 devices shown

Not on the playfield42 unused, 24 cabinet or service, 4 virtual, 2 internal nonvisual — 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
observed
Recreation Knowledge
validated
Still missing · 1
Variant Differences

Switches

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

88 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
9
10
11
Hover or tap an address to identify it.
88 shown
# Name Device ID Role Wiring Evidence
11
Right Ramp Entrance
switch.11.right-ramp-entrance
J116-12WHT-BRN
Pinball 2000 power driver board
validated
12
Left Ramp Exit
switch.12.left-ramp-exit
J116-13WHT-RED
Pinball 2000 power driver board
validated
13
Start Button
Button
switch.13.start-button
cabinet.start
J116-14WHT-ORG
Pinball 2000 power driver board
validated
14
Unused input 14
switch.14.unused-input-14
J116-15WHT-YEL
Pinball 2000 power driver board
validated
15
Drop Target Down
Microswitch
switch.15.drop-target-down
J116-16WHT-GRN
Pinball 2000 power driver board
validated
16
Left Outlane
switch.16.left-outlane
J116-17WHT-BLU
Pinball 2000 power driver board
validated
17
Right Return Lane
switch.17.right-return-lane
J116-18WHT-VIO
Pinball 2000 power driver board
validated
18
Shooter Lane
switch.18.shooter-lane
J116-19WHT-GRY
Pinball 2000 power driver board
validated
21
Unused input 21
switch.21.unused-input-21
J116-12WHT-BRN
Pinball 2000 power driver board
validated
22
Unused input 22
switch.22.unused-input-22
J116-13WHT-RED
Pinball 2000 power driver board
validated
23
Launch Button
Button
switch.23.launch-button
cabinet.launch
J116-14WHT-ORG
Pinball 2000 power driver board
validated
24
Unused input 24
switch.24.unused-input-24
J116-15WHT-YEL
Pinball 2000 power driver board
validated
25
Left Loop (Low)
switch.25.left-loop-low
J116-16WHT-GRN
Pinball 2000 power driver board
validated
26
Left Return Lane
switch.26.left-return-lane
J116-17WHT-BLU
Pinball 2000 power driver board
validated
27
Right Outlane
switch.27.right-outlane
J116-18WHT-VIO
Pinball 2000 power driver board
validated
28
Right Ramp Exit
switch.28.right-ramp-exit
J116-19WHT-GRY
Pinball 2000 power driver board
validated
31
Center Loop Reed (Bottom)
Reed
switch.31.center-loop-reed-bottom
J116-12WHT-BRN
Pinball 2000 power driver board
validated
32
Center Loop Reed (Top)
Reed
switch.32.center-loop-reed-top
J116-13WHT-RED
Pinball 2000 power driver board
validated
33
Center Target 4
switch.33.center-target-4
J116-14WHT-ORG
Pinball 2000 power driver board
validated
34
Center Target 3
switch.34.center-target-3
J116-15WHT-YEL
Pinball 2000 power driver board
validated
35
Center Target 2
switch.35.center-target-2
J116-16WHT-GRN
Pinball 2000 power driver board
validated
36
Center Target 1
switch.36.center-target-1
J116-17WHT-BLU
Pinball 2000 power driver board
validated
37
Martian Target 4 (Center)
switch.37.martian-target-4-center
J116-18WHT-VIO
Pinball 2000 power driver board
validated
38
Up/Down Ramp Up
Microswitch
switch.38.up-down-ramp-up
J116-19WHT-GRY
Pinball 2000 power driver board
validated
41
Trough JamNC
Opto
switch.41.trough-jam
J116-12WHT-BRN
Pinball 2000 power driver board
validated
42
Trough Ball 1NC
Opto
switch.42.trough-ball-1
J116-13WHT-RED
Pinball 2000 power driver board
validated
43
Trough Ball 2NC
Opto
switch.43.trough-ball-2
J116-14WHT-ORG
Pinball 2000 power driver board
validated
44
Trough Ball 3NC
Opto
switch.44.trough-ball-3
J116-15WHT-YEL
Pinball 2000 power driver board
validated
45
Trough Ball 4NC
Opto
switch.45.trough-ball-4
J116-16WHT-GRN
Pinball 2000 power driver board
validated
46
Right PopperNC
Opto
switch.46.right-popper
J116-17WHT-BLU
Pinball 2000 power driver board
validated
47
Jet ExitNC
Opto
switch.47.jet-exit
J116-18WHT-VIO
Pinball 2000 power driver board
validated
48
Unused input 48
switch.48.unused-input-48
J116-19WHT-GRY
Pinball 2000 power driver board
validated
51
Right Lockup 1NC
Opto
switch.51.right-lockup-1
J116-12WHT-BRN
Pinball 2000 power driver board
validated
52
Left Ramp EntranceNC
Opto
switch.52.left-ramp-entrance
J116-13WHT-RED
Pinball 2000 power driver board
validated
53
Trough Ball 5NCopt
Opto
switch.53.trough-ball-5
J116-14WHT-ORG
Pinball 2000 power driver board
validated
54
Trough Ball 6NCopt
Opto
switch.54.trough-ball-6
J116-15WHT-YEL
Pinball 2000 power driver board
validated
55
Right Lockup 2NCopt
Opto
switch.55.right-lockup-2
J116-16WHT-GRN
Pinball 2000 power driver board
validated
56
Right Lockup 3NCopt
Opto
switch.56.right-lockup-3
J116-17WHT-BLU
Pinball 2000 power driver board
validated
57
Unused input 57
switch.57.unused-input-57
J116-18WHT-VIO
Pinball 2000 power driver board
validated
58
Unused input 58
switch.58.unused-input-58
J116-19WHT-GRY
Pinball 2000 power driver board
validated
61
Left Slingshot
switch.61.left-slingshot
J116-12WHT-BRN
Pinball 2000 power driver board
validated
62
Right Slingshot
switch.62.right-slingshot
J116-13WHT-RED
Pinball 2000 power driver board
validated
63
Left Jet
Leaf
switch.63.left-jet
J116-14WHT-ORG
Pinball 2000 power driver board
validated
64
Right Jet
Leaf
switch.64.right-jet
J116-15WHT-YEL
Pinball 2000 power driver board
validated
65
Bottom Jet
Leaf
switch.65.bottom-jet
J116-16WHT-GRN
Pinball 2000 power driver board
validated
66
Unused input 66
switch.66.unused-input-66
J116-17WHT-BLU
Pinball 2000 power driver board
validated
67
Right Loop (Low)
switch.67.right-loop-low
J116-18WHT-VIO
Pinball 2000 power driver board
validated
68
Right Loop (High)
switch.68.right-loop-high
J116-19WHT-GRY
Pinball 2000 power driver board
validated
71
Martian Target 3 (Left Top)
switch.71.martian-target-3-left-top
J116-12WHT-BRN
Pinball 2000 power driver board
validated
72
Martian Target 2 (Left Mid.)
switch.72.martian-target-2-left-mid
J116-13WHT-RED
Pinball 2000 power driver board
validated
73
Martian Target 1 (Left Bot.)
switch.73.martian-target-1-left-bot
J116-14WHT-ORG
Pinball 2000 power driver board
validated
74
Center Loop Rollover
switch.74.center-loop-rollover
J116-15WHT-YEL
Pinball 2000 power driver board
validated
75
Center Deflector Panel
Microswitch
switch.75.center-deflector-panel
J116-16WHT-GRN
Pinball 2000 power driver board
validated
76
Right Top Lane
switch.76.right-top-lane
J116-17WHT-BLU
Pinball 2000 power driver board
validated
77
Left Top Lane
switch.77.left-top-lane
J116-18WHT-VIO
Pinball 2000 power driver board
validated
78
Left Loop (High)
switch.78.left-loop-high
J116-19WHT-GRY
Pinball 2000 power driver board
validated
81
Unused input 81
switch.81.unused-input-81
J116-12WHT-BRN
Pinball 2000 power driver board
validated
82
Unused input 82
switch.82.unused-input-82
J116-13WHT-RED
Pinball 2000 power driver board
validated
83
Unused input 83
switch.83.unused-input-83
J116-14WHT-ORG
Pinball 2000 power driver board
validated
84
Unused input 84
switch.84.unused-input-84
J116-15WHT-YEL
Pinball 2000 power driver board
validated
85
Martian Target 7 (Right Bot.)
switch.85.martian-target-7-right-bot
J116-16WHT-GRN
Pinball 2000 power driver board
validated
86
Martian Target 6 (Right Mid.)
switch.86.martian-target-6-right-mid
J116-17WHT-BLU
Pinball 2000 power driver board
validated
87
Martian Target 5 (Right Top)
switch.87.martian-target-5-right-top
J116-18WHT-VIO
Pinball 2000 power driver board
validated
88
Unused input 88
switch.88.unused-input-88
J116-19WHT-GRY
Pinball 2000 power driver board
validated
91
Left Coin Slot
Button
switch.91.left-coin-slot
cabinet.coin.1
J114-1 (U43-7)ORN-BRN
J114-14BLK
Pinball 2000 power driver board
validated
92
Center Coin Slot
Button
switch.92.center-coin-slot
cabinet.coin.2
J114-2 (U43-5)ORN-RED
J114-14BLK
Pinball 2000 power driver board
validated
93
Right Coin Slot
Button
switch.93.right-coin-slot
cabinet.coin.3
J114-3 (U43-9)ORN-BLK
J114-14BLK
Pinball 2000 power driver board
validated
94
4th Coin Option
Button
switch.94.4th-coin-option
cabinet.coin.4
J114-4 (U43-11)ORN-YEL
J114-14BLK
Pinball 2000 power driver board
validated
95
Unused input 95
switch.95.unused-input-95
J114-5 (U48-7)ORN-GRN
J114-14BLK
Pinball 2000 power driver board
validated
96
Unused input 96
switch.96.unused-input-96
J114-6 (U48-5)ORN-BLU
J114-14BLK
Pinball 2000 power driver board
validated
97
Unused input 97
switch.97.unused-input-97
J114-8 (U48-9)ORN-VIO
J114-14BLK
Pinball 2000 power driver board
validated
98
Unused input 98
switch.98.unused-input-98
J114-9 (U48-11)ORN-GRY
J114-14BLK
Pinball 2000 power driver board
validated
101
Escape Button
Button
switch.101.escape-button
service.escape
J114-10 (U50-7)GRY-BLK
J114-14BLK
Pinball 2000 power driver board
validated
102
Down Button
Button
switch.102.down-button
service.down
J114-11 (U50-5)GRY-ORG
J114-14BLK
Pinball 2000 power driver board
validated
103
Up Button
Button
switch.103.up-button
service.up
J114-12 (U50-9)GRY-RED
J114-14BLK
Pinball 2000 power driver board
validated
104
Enter Button
Button
switch.104.enter-button
service.enter
J114-13 (U50-11)GRY-BRN
J114-14BLK
Pinball 2000 power driver board
validated
105
Right Flipper EOS
Leaf
switch.105.right-flipper-eos
J115-9 (U56-7)BLK-GRN
J115-22BLK
Pinball 2000 power driver board
validated
106
Left Flipper EOS
Leaf
switch.106.left-flipper-eos
J115-10 (U56-5)BLK-BLU
J115-22BLK
Pinball 2000 power driver board
validated
107
Unused input 107
switch.107.unused-input-107
J115-20 (U56-9)BLK-VIO
J115-22BLK
Pinball 2000 power driver board
validated
108
Unused input 108
switch.108.unused-input-108
J115-21 (U56-11)BLK-GRY
J115-22BLK
Pinball 2000 power driver board
validated
111
Slam Tilt
Tilt
switch.111.slam-tilt
cabinet.slam-tilt
J113-1 (U49-7)BLK-BRN
J113-10BLK
Pinball 2000 power driver board
validated
112
Coin Door Closed
switch.112.coin-door-closed
cabinet.coin-door
J113-2 (U49-5)BLK-RED
J113-10BLK
Pinball 2000 power driver board
validated
113
Plumb Bob Tilt
Tilt
switch.113.plumb-bob-tilt
cabinet.tilt
J113-3 (U49-9)BLK-ORG
J113-10BLK
Pinball 2000 power driver board
validated
114
Unused input 114
switch.114.unused-input-114
J113-4 (U49-11)BLK-YEL
J113-10BLK
Pinball 2000 power driver board
validated
115
Right Flipper Button
Button
switch.115.right-flipper-button
cabinet.flipper.right
J113-6 (U55-7)BLK-GRN
J113-10BLK
Pinball 2000 power driver board
validated
116
Left Flipper Button
Button
switch.116.left-flipper-button
cabinet.flipper.left
J113-7 (U55-5)BLK-BLU
J113-10BLK
Pinball 2000 power driver board
validated
117
Right Action Button
Button
switch.117.right-action-button
cabinet.action.right
J113-8 (U55-9)BLK-VIO
J113-10BLK
Pinball 2000 power driver board
validated
118
Left Action Button
Button
switch.118.left-action-button
cabinet.action.left
J113-9 (U55-11)BLK-GRY
J113-10BLK
Pinball 2000 power driver board
validated

Controlled devices

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

Coils, magnets & motors

27
27 shown
# Name Device ID Kind Wiring Evidence
1
Left Martian
driver.1.left-martian Coil
Q59
Pinball 2000 power driver board
validated
2
Right Martian
driver.2.right-martian Coil
Q60
Pinball 2000 power driver board
validated
3
Jet Exit Post
driver.3.jet-exit-post Coil
Q61
Pinball 2000 power driver board
validated
4
Right Gate
driver.4.right-gate Coil
Q62
Pinball 2000 power driver board
validated
5
Left Gate
driver.5.left-gate Coil
Q63
Pinball 2000 power driver board
validated
6
Drop Target Down
driver.6.drop-target-down Coil
Q64
Pinball 2000 power driver board
validated
7
Drop Target Up
driver.7.drop-target-up Coil
Q65
Pinball 2000 power driver board
validated
8
Right Popper
driver.8.right-popper Coil
Q66
Pinball 2000 power driver board
validated
9
Trough Eject
driver.9.trough-eject Coil
Q51
Pinball 2000 power driver board
validated
10
Left Slingshot
driver.10.left-slingshot Coil
Q52
Pinball 2000 power driver board
validated
11
Right Slingshot
driver.11.right-slingshot Coil
Q53
Pinball 2000 power driver board
validated
12
Left Jet
driver.12.left-jet Coil
Q54
Pinball 2000 power driver board
validated
13
Right Jet
driver.13.right-jet Coil
Q55
Pinball 2000 power driver board
validated
14
Bottom Jet
driver.14.bottom-jet Coil
Q56
Pinball 2000 power driver board
validated
15
Autoplunger
driver.15.autoplunger Coil
Q57
Pinball 2000 power driver board
validated
16
Right Lockup
driver.16.right-lockup Coil
Q58
Pinball 2000 power driver board
validated
18
Knocker (Optional)opt
driver.18.knocker-optional Coil
Q44
Pinball 2000 power driver board
validated
19
Shaker (Optional)opt
driver.19.shaker-optional Motor
Q45
Pinball 2000 power driver board
validated
45
Right Flipper Power
driver.33.right-flipper-power Coil
Q35
Pinball 2000 power driver board
validated
46
Right Flipper Hold
driver.34.right-flipper-hold Coil
Q36
Pinball 2000 power driver board
validated
47
Left Flipper Power
driver.35.left-flipper-power Coil
Q37
Pinball 2000 power driver board
validated
48
Left Flipper Hold
driver.36.left-flipper-hold Coil
Q38
Pinball 2000 power driver board
validated
51
Lock Diverter Power
driver.37.lock-diverter-power Coil
Q39
Pinball 2000 power driver board
validated
52
Lock Diverter Hold
driver.38.lock-diverter-hold Coil
Q40
Pinball 2000 power driver board
validated
53
Up/Down Ramp Power
driver.39.up-down-ramp-power Coil
Q41
Pinball 2000 power driver board
validated
54
Up/Down Ramp Hold
driver.40.up-down-ramp-hold Coil
Q42
Pinball 2000 power driver board
validated
62
Ticket Dispenser (Optional)opt
driver.48.ticket-dispenser-optional Motor
validated

Flashers

7
7 shown
# Name Device ID Wiring Evidence
17
Center Arrow Flasher
driver.17.center-arrow-flasher
Q43
Pinball 2000 power driver board
validated
22
Right Popper Flasher
driver.22.right-popper-flasher
Q48
Pinball 2000 power driver board
validated
23
Left Arch Flasher
driver.23.left-arch-flasher
Q49
Pinball 2000 power driver board
validated
25
Right Arch Flasher
driver.25.right-arch-flasher
Q67
Pinball 2000 power driver board
validated
26
Left Martian Flasher
driver.26.left-martian-flasher
Q68
Pinball 2000 power driver board
validated
27
Right Martian Flasher
driver.27.right-martian-flasher
Q69
Pinball 2000 power driver board
validated
28
Attack Mars Flasher
driver.28.attack-mars-flasher
Q70
Pinball 2000 power driver board
validated

Lamps

128

Lamp map

Sequential addresses, grouped in columns of eight.

used unused
 
+0
+1
+2
+3
+4
+5
+6
+7
1–8
9–16
17–24
25–32
33–40
41–48
49–56
57–64
65–72
73–80
81–88
89–96
97–104
105–112
113–120
121–128
Hover or tap an address to identify it.

Outside the matrix0 — dedicated, diagnostic or flipper-column addresses. See the table below.

128 shown
# Name Device ID Wiring Evidence
0
Unused lamp 11A
lamp.0.unused-lamp-11a
Q5YEL-BRN
Pinball 2000 power driver board
validated
1
Unused lamp 12A
lamp.1.unused-lamp-12a
Q5YEL-BRN
Pinball 2000 power driver board
validated
2
Start Button
lamp.2.start-button
Q5YEL-BRN
Pinball 2000 power driver board
validated
3
Unused lamp 14A
lamp.3.unused-lamp-14a
Q5YEL-BRN
Pinball 2000 power driver board
validated
4
Right Top Lane
lamp.4.right-top-lane
Q5YEL-BRN
Pinball 2000 power driver board
validated
5
Left Top Lane
lamp.5.left-top-lane
Q5YEL-BRN
Pinball 2000 power driver board
validated
6
Martian Target 4 (Center)
lamp.6.martian-target-4-center
Q5YEL-BRN
Pinball 2000 power driver board
validated
7
Center Loop Arrow
lamp.7.center-loop-arrow
Q5YEL-BRN
Pinball 2000 power driver board
validated
8
Secret Weapon
lamp.8.secret-weapon
Q6YEL-BRN
Pinball 2000 power driver board
validated
9
Tower Struggle
lamp.9.tower-struggle
Q6YEL-BRN
Pinball 2000 power driver board
validated
10
Center Saucer Beam (Left)
lamp.10.center-saucer-beam-left
Q6YEL-BRN
Pinball 2000 power driver board
validated
11
Question Mark
lamp.11.question-mark
Q6YEL-BRN
Pinball 2000 power driver board
validated
12
Center Saucer Beam (Right)
lamp.12.center-saucer-beam-right
Q6YEL-BRN
Pinball 2000 power driver board
validated
13
Drive-In Demolition
lamp.13.drive-in-demolition
Q6YEL-BRN
Pinball 2000 power driver board
validated
14
Paris In Peril
lamp.14.paris-in-peril
Q6YEL-BRN
Pinball 2000 power driver board
validated
15
Right Slingshot Spotlight
lamp.15.right-slingshot-spotlight
Q6YEL-BRN
Pinball 2000 power driver board
validated
16
Tickets Low
lamp.16.tickets-low
Q9YEL-RED
Pinball 2000 power driver board
validated
17
Unused lamp 22A
lamp.17.unused-lamp-22a
Q9YEL-RED
Pinball 2000 power driver board
validated
18
Launch Button
lamp.18.launch-button
Q9YEL-RED
Pinball 2000 power driver board
validated
19
Coin Door Illumination
lamp.19.coin-door-illumination
Q9YEL-RED
Pinball 2000 power driver board
validated
20
Mothership Multiball (Right)
lamp.20.mothership-multiball-right
Q9YEL-RED
Pinball 2000 power driver board
validated
21
Mothership Multiball (Left)
lamp.21.mothership-multiball-left
Q9YEL-RED
Pinball 2000 power driver board
validated
22
Left Return Lane
lamp.22.left-return-lane
Q9YEL-RED
Pinball 2000 power driver board
validated
23
Left Outlane
lamp.23.left-outlane
Q9YEL-RED
Pinball 2000 power driver board
validated
24
Big-O-Beam
lamp.24.big-o-beam
Q10YEL-RED
Pinball 2000 power driver board
validated
25
Right Saucer Beam (Left)
lamp.25.right-saucer-beam-left
Q10YEL-RED
Pinball 2000 power driver board
validated
26
Weapons
lamp.26.weapons
Q10YEL-RED
Pinball 2000 power driver board
validated
27
Saucer
lamp.27.saucer
Q10YEL-RED
Pinball 2000 power driver board
validated
28
Fuel
lamp.28.fuel
Q10YEL-RED
Pinball 2000 power driver board
validated
29
Left Saucer Beam (Right)
lamp.29.left-saucer-beam-right
Q10YEL-RED
Pinball 2000 power driver board
validated
30
Center Saucer Beam (Center)
lamp.30.center-saucer-beam-center
Q10YEL-RED
Pinball 2000 power driver board
validated
31
Left Slingshot Spotlight
lamp.31.left-slingshot-spotlight
Q10YEL-RED
Pinball 2000 power driver board
validated
32
Unused lamp 31A
lamp.32.unused-lamp-31a
Q13YEL-ORG
Pinball 2000 power driver board
validated
33
Unused lamp 32A
lamp.33.unused-lamp-32a
Q13YEL-ORG
Pinball 2000 power driver board
validated
34
Unused lamp 33A
lamp.34.unused-lamp-33a
Q13YEL-ORG
Pinball 2000 power driver board
validated
35
Unused lamp 34A
lamp.35.unused-lamp-34a
Q13YEL-ORG
Pinball 2000 power driver board
validated
36
Left Drain To Trough
lamp.36.left-drain-to-trough
Q13YEL-ORG
Pinball 2000 power driver board
validated
37
Right Drain To Trough
lamp.37.right-drain-to-trough
Q13YEL-ORG
Pinball 2000 power driver board
validated
38
Right Return Lane
lamp.38.right-return-lane
Q13YEL-ORG
Pinball 2000 power driver board
validated
39
Right Outlane
lamp.39.right-outlane
Q13YEL-ORG
Pinball 2000 power driver board
validated
40
Mars Kneads Women
lamp.40.mars-kneads-women
Q14YEL-ORG
Pinball 2000 power driver board
validated
41
Right Saucer Beam (Right)
lamp.41.right-saucer-beam-right
Q14YEL-ORG
Pinball 2000 power driver board
validated
42
Saucer Rim 9 (Right)
lamp.42.saucer-rim-9-right
Q14YEL-ORG
Pinball 2000 power driver board
validated
43
Saucer Rim 8
lamp.43.saucer-rim-8
Q14YEL-ORG
Pinball 2000 power driver board
validated
44
Saucer Rim 7
lamp.44.saucer-rim-7
Q14YEL-ORG
Pinball 2000 power driver board
validated
45
Saucer Rim 6
lamp.45.saucer-rim-6
Q14YEL-ORG
Pinball 2000 power driver board
validated
46
Saucer Rim 5
lamp.46.saucer-rim-5
Q14YEL-ORG
Pinball 2000 power driver board
validated
47
Unused lamp 38B
lamp.47.unused-lamp-38b
Q14YEL-ORG
Pinball 2000 power driver board
validated
48
Right Popper Arrow
lamp.48.right-popper-arrow
Q17YEL-BLK
Pinball 2000 power driver board
validated
49
Extra Ball
lamp.49.extra-ball
Q17YEL-BLK
Pinball 2000 power driver board
validated
50
Martian Attack
lamp.50.martian-attack
Q17YEL-BLK
Pinball 2000 power driver board
validated
51
Stroke Of Luck
lamp.51.stroke-of-luck
Q17YEL-BLK
Pinball 2000 power driver board
validated
52
Left Side Spotlight
lamp.52.left-side-spotlight
Q17YEL-BLK
Pinball 2000 power driver board
validated
53
Center Arrow
lamp.53.center-arrow
Q17YEL-BLK
Pinball 2000 power driver board
validated
54
Right Martian (High)
lamp.54.right-martian-high
Q17YEL-BLK
Pinball 2000 power driver board
validated
55
Right Martian (Low)
lamp.55.right-martian-low
Q17YEL-BLK
Pinball 2000 power driver board
validated
56
Martian Happy Hour
lamp.56.martian-happy-hour
Q18YEL-BLK
Pinball 2000 power driver board
validated
57
Alien Abduction
lamp.57.alien-abduction
Q18YEL-BLK
Pinball 2000 power driver board
validated
58
Left Saucer Beam (Left)
lamp.58.left-saucer-beam-left
Q18YEL-BLK
Pinball 2000 power driver board
validated
59
Saucer Rim 1 (Left)
lamp.59.saucer-rim-1-left
Q18YEL-BLK
Pinball 2000 power driver board
validated
60
Saucer Rim 2
lamp.60.saucer-rim-2
Q18YEL-BLK
Pinball 2000 power driver board
validated
61
Saucer Rim 3
lamp.61.saucer-rim-3
Q18YEL-BLK
Pinball 2000 power driver board
validated
62
Saucer Rim 4
lamp.62.saucer-rim-4
Q18YEL-BLK
Pinball 2000 power driver board
validated
63
Unused lamp 48B
lamp.63.unused-lamp-48b
Q18YEL-BLK
Pinball 2000 power driver board
validated
64
Multiball
lamp.64.multiball
Q21YEL-GRN
Pinball 2000 power driver board
validated
65
Capture 2
lamp.65.capture-2
Q21YEL-GRN
Pinball 2000 power driver board
validated
66
Capture 1
lamp.66.capture-1
Q21YEL-GRN
Pinball 2000 power driver board
validated
67
Capture Zone Active
lamp.67.capture-zone-active
Q21YEL-GRN
Pinball 2000 power driver board
validated
68
Shoot Again
lamp.68.shoot-again
Q21YEL-GRN
Pinball 2000 power driver board
validated
69
Behind Center Targets
lamp.69.behind-center-targets
Q21YEL-GRN
Pinball 2000 power driver board
validated
70
Upper Right Corner (Middle)
lamp.70.upper-right-corner-middle
Q21YEL-GRN
Pinball 2000 power driver board
validated
71
Unused lamp 58A
lamp.71.unused-lamp-58a
Q21YEL-GRN
Pinball 2000 power driver board
validated
72
Right Loop Arrow
lamp.72.right-loop-arrow
Q22YEL-GRN
Pinball 2000 power driver board
validated
73
Right Loop Circle
lamp.73.right-loop-circle
Q22YEL-GRN
Pinball 2000 power driver board
validated
74
Right Ramp Arrow
lamp.74.right-ramp-arrow
Q22YEL-GRN
Pinball 2000 power driver board
validated
75
Right Ramp Circle
lamp.75.right-ramp-circle
Q22YEL-GRN
Pinball 2000 power driver board
validated
76
Left Loop Arrow
lamp.76.left-loop-arrow
Q22YEL-GRN
Pinball 2000 power driver board
validated
77
Left Ramp Arrow
lamp.77.left-ramp-arrow
Q22YEL-GRN
Pinball 2000 power driver board
validated
78
Left Loop Circle
lamp.78.left-loop-circle
Q22YEL-GRN
Pinball 2000 power driver board
validated
79
Left Ramp Circle
lamp.79.left-ramp-circle
Q22YEL-GRN
Pinball 2000 power driver board
validated
80
Shooter Lane 9 (Top)
lamp.80.shooter-lane-9-top
Q25YEL-BLU
Pinball 2000 power driver board
validated
81
Under Right Ramp (Low)
lamp.81.under-right-ramp-low
Q25YEL-BLU
Pinball 2000 power driver board
validated
82
Under Right Ramp (High)
lamp.82.under-right-ramp-high
Q25YEL-BLU
Pinball 2000 power driver board
validated
83
Upper Right Corner (Low)
lamp.83.upper-right-corner-low
Q25YEL-BLU
Pinball 2000 power driver board
validated
84
Right Arch (Right)
lamp.84.right-arch-right
Q25YEL-BLU
Pinball 2000 power driver board
validated
85
Right Arch (Left)
lamp.85.right-arch-left
Q25YEL-BLU
Pinball 2000 power driver board
validated
86
Left Arch (Right)
lamp.86.left-arch-right
Q25YEL-BLU
Pinball 2000 power driver board
validated
87
Left Arch (Left)
lamp.87.left-arch-left
Q25YEL-BLU
Pinball 2000 power driver board
validated
88
Martian Target 5 (Right Top)
lamp.88.martian-target-5-right-top
Q26YEL-BLU
Pinball 2000 power driver board
validated
89
Martian Target 6 (Right Mid.)
lamp.89.martian-target-6-right-mid
Q26YEL-BLU
Pinball 2000 power driver board
validated
90
Martian Target 7 (Right Bot.)
lamp.90.martian-target-7-right-bot
Q26YEL-BLU
Pinball 2000 power driver board
validated
91
Martian Target 3 (Left Top)
lamp.91.martian-target-3-left-top
Q26YEL-BLU
Pinball 2000 power driver board
validated
92
Martian Target 2 (Left Mid.)
lamp.92.martian-target-2-left-mid
Q26YEL-BLU
Pinball 2000 power driver board
validated
93
Martian Target 1 (Left Bot.)
lamp.93.martian-target-1-left-bot
Q26YEL-BLU
Pinball 2000 power driver board
validated
94
Right Martian Eye
lamp.94.right-martian-eye
Q26YEL-BLU
Pinball 2000 power driver board
validated
95
Left Martian Eye
lamp.95.left-martian-eye
Q26YEL-BLU
Pinball 2000 power driver board
validated
96
Left Side 1 (Bottom)
lamp.96.left-side-1-bottom
Q29YEL-VIO
Pinball 2000 power driver board
validated
97
Left Side 2
lamp.97.left-side-2
Q29YEL-VIO
Pinball 2000 power driver board
validated
98
Left Side 3
lamp.98.left-side-3
Q29YEL-VIO
Pinball 2000 power driver board
validated
99
Left Side 4 (Top)
lamp.99.left-side-4-top
Q29YEL-VIO
Pinball 2000 power driver board
validated
100
Under Left Ramp (Bottom)
lamp.100.under-left-ramp-bottom
Q29YEL-VIO
Pinball 2000 power driver board
validated
101
Under Left Ramp (Top)
lamp.101.under-left-ramp-top
Q29YEL-VIO
Pinball 2000 power driver board
validated
102
Between Left/Bottom Jets
lamp.102.between-left-bottom-jets
Q29YEL-VIO
Pinball 2000 power driver board
validated
103
Upper Left Corner
lamp.103.upper-left-corner
Q29YEL-VIO
Pinball 2000 power driver board
validated
104
Bottom Jet Bumper
lamp.104.bottom-jet-bumper
Q30YEL-VIO
Pinball 2000 power driver board
validated
105
Unused lamp 72B
lamp.105.unused-lamp-72b
Q30YEL-VIO
Pinball 2000 power driver board
validated
106
Left Jet Bumper
lamp.106.left-jet-bumper
Q30YEL-VIO
Pinball 2000 power driver board
validated
107
Left of Left Top Lane
lamp.107.left-of-left-top-lane
Q30YEL-VIO
Pinball 2000 power driver board
validated
108
Between Upper/Right Top Lanes
lamp.108.between-upper-right-top-lanes
Q30YEL-VIO
Pinball 2000 power driver board
validated
109
Right of Right Top Lane
lamp.109.right-of-right-top-lane
Q30YEL-VIO
Pinball 2000 power driver board
validated
110
Top of Center Loop
lamp.110.top-of-center-loop
Q30YEL-VIO
Pinball 2000 power driver board
validated
111
Upper Right Corner (High)
lamp.111.upper-right-corner-high
Q30YEL-VIO
Pinball 2000 power driver board
validated
112
Right Slingshot (Bottom)
lamp.112.right-slingshot-bottom
Q33YEL-GRY
Pinball 2000 power driver board
validated
113
Right Slingshot (Saucer)
lamp.113.right-slingshot-saucer
Q33YEL-GRY
Pinball 2000 power driver board
validated
114
Right Return Lane (Right)
lamp.114.right-return-lane-right
Q33YEL-GRY
Pinball 2000 power driver board
validated
115
Right Return Lane (Left)
lamp.115.right-return-lane-left
Q33YEL-GRY
Pinball 2000 power driver board
validated
116
Left Return Lane (Right)
lamp.116.left-return-lane-right
Q33YEL-GRY
Pinball 2000 power driver board
validated
117
Left Return Lane (Left)
lamp.117.left-return-lane-left
Q33YEL-GRY
Pinball 2000 power driver board
validated
118
Left Slingshot (Saucer)
lamp.118.left-slingshot-saucer
Q33YEL-GRY
Pinball 2000 power driver board
validated
119
Left Slingshot (Bottom)
lamp.119.left-slingshot-bottom
Q33YEL-GRY
Pinball 2000 power driver board
validated
120
Shooter Lane 1 (Bottom)
lamp.120.shooter-lane-1-bottom
Q34YEL-GRY
Pinball 2000 power driver board
validated
121
Shooter Lane 2
lamp.121.shooter-lane-2
Q34YEL-GRY
Pinball 2000 power driver board
validated
122
Shooter Lane 3
lamp.122.shooter-lane-3
Q34YEL-GRY
Pinball 2000 power driver board
validated
123
Shooter Lane 4
lamp.123.shooter-lane-4
Q34YEL-GRY
Pinball 2000 power driver board
validated
124
Shooter Lane 5
lamp.124.shooter-lane-5
Q34YEL-GRY
Pinball 2000 power driver board
validated
125
Shooter Lane 6
lamp.125.shooter-lane-6
Q34YEL-GRY
Pinball 2000 power driver board
validated
126
Shooter Lane 7
lamp.126.shooter-lane-7
Q34YEL-GRY
Pinball 2000 power driver board
validated
127
Shooter Lane 8
lamp.127.shooter-lane-8
Q34YEL-GRY
Pinball 2000 power driver board
validated

Virtual & other outputs

14
14 shown
# Name Device ID Wiring Evidence
20
Unused driver 20
driver.20.unused-driver-20
Q46
Pinball 2000 power driver board
validated
21
Unused driver 21
driver.21.unused-driver-21
Q47
Pinball 2000 power driver board
validated
24
Unused driver 24
driver.24.unused-driver-24
Q50
Pinball 2000 power driver board
validated
29
PDB Solenoid D State 29
driver.29.pdb-solenoid-d-state-29
validated
30
PDB Solenoid D State 30
driver.30.pdb-solenoid-d-state-30
validated
31
PDB Solenoid D State 31
driver.31.pdb-solenoid-d-state-31
validated
32
PDB Solenoid D State 32
driver.32.pdb-solenoid-d-state-32
validated
55
Unused driver 41
driver.41.unused-driver-41
validated
56
Unused driver 42
driver.42.unused-driver-42
validated
57
Unused driver 43
driver.43.unused-driver-43
validated
58
Unused driver 44
driver.44.unused-driver-44
validated
59
Unused driver 45
driver.45.unused-driver-45
validated
60
Unused driver 46
driver.46.unused-driver-46
validated
61
Unused driver 47
driver.47.unused-driver-47
validated

Mechanisms

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

Left Martian toy

mechanism.left-martian

Toy

The left A-22960 assembly carries a 23-6768 Martian figurine on a linear 04-12595.2 plunger. Public output 1 draws the plunger into its AE1-26-1500 coil to raise the figurine; the 10-135 spring returns it below the playfield when unpowered. The three nearby Martian target switches report ball strikes, not toy position. The pinned factory-service run records output 1 transitioning when Repeat mode starts. Travel height and animation speed remain table-owned geometry and tuning.

Right Martian toy

mechanism.right-martian

Toy

The right A-22960 assembly carries a 23-6768 Martian figurine on a linear 04-12595.2 plunger. Public output 2 draws the plunger into its AE1-26-1500 coil to raise the figurine; the 10-135 spring returns it below the playfield when unpowered. The three nearby Martian target switches report ball strikes, not toy position. The pinned factory-service run explicitly targets and observes output 2. Travel height and animation speed remain table-owned geometry and tuning.

Right ball gate

mechanism.right-gate

Gate

Public output 4 energizes the right A-17796 Ball Gate Actuator Assembly. Its A-14406 coil pulls the A-11146 armature; springs 10-120 and 10-194 return the gate when power is removed. The pinned factory-service run explicitly targets and observes output 4. The authored gate and surrounding lane geometry define the open and closed ball routes.

Drives

Left ball gate

mechanism.left-gate

Gate

The official wiring and parts tables bind public output 5 to the left A-17796 Ball Gate Actuator Assembly. Its A-14406 coil pulls the A-11146 armature; springs 10-120 and 10-194 return the gate when power is removed. The pinned factory-service walk crosses this entry without an output-5 callback, but the separate production serve/launch trace records public output 5 in its complete callback set; the negative result is therefore scoped to that service-menu walk rather than generalized to runtime. The authored gate and surrounding lane geometry define the open and closed ball routes.

Drives

Center ball catcher

mechanism.ball-catcher

Other

A ball reaching the center A-22992 catcher pivots the 03-10008 backstop on shaft 02-5476 and actuates public switch 75, which the switch matrix names Center Deflector Panel. Spring 10-562.1 returns the backstop after the ball leaves, and the anti-ball-trap bracket constrains the path. This passive assembly has no controller-driven actuator; exact collision surfaces and dwell time come from the authored playfield geometry.

Four-ball trough

mechanism.ball-trough

Kicker

The stock A-19963-4 assembly has a jam beam at public switch 41 and four sequential active-low ball beams at 42-45. Ball 1 at 42 is the leading eject position; balls 2-4 queue behind it. Driver 9 energizes the bell-armature eject and the return spring homes it, serving the leading ball into the shooter lane. The retained release trace observes the ROM request driver 9 after Start, and the isolated debug trace supplies the controller-facing 42-45 to 18 serve/drain cycle without claiming physical timing. Optional switches 53-54 extend the same linear sequence for six-ball community firmware. Coil force, travel time, and the exact ball trajectory are table-owned tuning parameters.

Right popper

mechanism.right-popper

Kicker

The active-low Right Popper opto reports a ball in the A-23156 cup. Driver 8 drives the armature-and-extension eject; the plunger spring returns it after the pulse. The factory service trace proves that the ROM test requests public output 8. The cup position and playfield geometry define the physical exit vector, while pulse strength and timing remain table-owned tuning.

Single drop target

mechanism.drop-target

Drop Target Bank

Driver 6 moves the A-15211-1 target down and driver 7 resets it up through the actuator/reset-plate linkage; the factory service trace walks both outputs independently. Switch 15 reports the down position. A recreation initializes from the controller-visible switch state and follows the two output commands rather than assuming a timer-based startup position; travel speed remains table-owned tuning.

Jet exit post

mechanism.jet-exit-post

Other

Driver 3 pulls the A-22977 bell armature upward into its coil, raising the post above the playfield to hold a ball; the plunger spring lowers the post when unpowered. The factory service trace proves the ROM requests output 3. Active-low switch 47 is a ball-path opto at the jet exit and is not a post-position sensor. The authored playfield owns the post's exact physical travel and collision geometry.

Senses

Lock diverter

mechanism.lock-diverter

Diverter

Public output 51 is the power winding that pulls the A-22993 diverter fully open and 52 is the hold winding that maintains the open lock route. The master and gate springs return the plunger, drive arm, and paddle fully closed when released; no position sensor is fitted. The official assembly proves that return topology, a physical-machine service observation identifies the open/closed direction, and the factory service trace walks both public outputs independently. Exact collision surfaces and transition speed are table-owned geometry and tuning.

Up/down ramp

mechanism.up-down-ramp

Diverter

Public output 53 is the power winding that raises the A-22989 center skip ramp and 54 is the hold winding that maintains it. Switch 38 reports Ramp Up; with the winding released, the ramp returns to the down playfield route. The factory service trace walks both outputs independently. The retained assembly drawing establishes the moving flap and linkage; surface shape, transition speed, and ball flight are table-owned geometry and tuning.

Right lockup

mechanism.right-lockup

Kicker

The A-20680-1 assembly is a three-ball popper with one spring-returned coil/cup eject. Stock RFM populates active-low Right Lockup 1 opto 51 and uses driver 16 to eject the leading captured ball. The documented four-opto expansion populates the production lock weldment's two omitted sensor positions as Right Lockup 2 and 3 on switches 55-56; firmware 2.60 requires all three physical lock positions. The factory service trace proves the ROM requests output 16. Eject force, timing, and the downstream ball vector remain table-owned tuning and geometry.

Auto plunger

mechanism.auto-plunger

Kicker

Shooter-lane switch 18 reports a staged ball. Driver 15 drives the A-22429-4 plunger and its return spring homes it, launching the ball onto the playfield. The release scenario observes the ROM request driver 15 after Launch; the independent debug model clears switch 18 as its synthetic ball leaves. The factory solenoid test separately confirms output 15. Coil force, travel time, and launch vector remain table-owned tuning and geometry.

Left and right slingshots

mechanism.slingshots

Kicker

The left and right slingshots use A-17811 spring-returned kicker assemblies. Public switches 61 and 62 report rubber strikes and request outputs 10 and 11 respectively; each AE1-26-1200 coil drives its plunger/crank linkage and the 10-128 spring returns it. The retained service walk transitions both outputs while advancing through the list, but they were not separately selected as named targets. Rubber shape, impulse, and collision response remain table-owned geometry and tuning.

Left, right, and bottom jet bumpers

mechanism.jet-bumpers

Other

The left, right, and bottom jet bumpers use A-22205-4 coil/link assemblies beneath two B-9414-6 and one B-13123-2 playfield bodies. Public switches 63-65 request outputs 12-14 in the same order; each AE1-26-1200 coil pulls its plunger/linkage and the 10-326 spring returns it. The retained service walk transitions all three outputs while advancing through the list, but they were not separately selected as named targets. Ring travel, impulse, and collision response remain table-owned geometry and tuning.

Two lower flippers

mechanism.flippers

Other

RFM has one lower right A-23004-R-2 flipper and one lower left A-23001-L-2 flipper, each using a blue FL1-11629 power/hold coil, a cabinet button, and an SW-1A-194 end-of-stroke switch. PinMAME exposes the right power/hold pair at 45-46 and the left pair at 47-48; switches 105-106 are the right/left EOS contacts and 115-116 are the right/left cabinet buttons. The manual says each EOS contact closes in the activated position. The factory-service run explicitly targets power outputs 45 and 47 and records transitions across all four windings. Bat angle, strength, and motion curves remain table-owned geometry and tuning.

Recreation notes

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

Coverage
partial (94%) - complete public address inventory, polarity, wiring, mechanism topology and behavior, controller behavior, and source-reconciled stock/aftermarket spatial placement; authentic factory Prism revision-1/revision-2 shipping pairing remains unresolved

Identity and Pinball 2000 architecture

This is Bally model 50070, Revenge from Mars, the first Pinball 2000 title. A MediaGX PC renders a 640x240 game framebuffer onto a monitor in the head; the cabinet optics reflect that image onto a partly transparent playfield surface. PinMAME exports one 640x480 video display because each native row is doubled in the current layout. VPE should consume that exported video surface as the overlay texture, preserve its 2:1 logical pixel shape, and place the rendered plane through table-specific scene geometry rather than treating it as a DMD.

The power-driver board still exposes conventional playfield switches, coils, flashers, and lamps. PinMAME publishes those through the normal switch, solenoid, and lamp groups while the video frame is a separate display output. No general-illumination group is currently exported by the P2K driver, so this definition does not invent one.

Public controller numbering

Playfield switches use public column/row addresses 11-88. Printed direct inputs D1-D8, D9-D16, and D17-D24 are exposed at 91-98, 101-108, and 111-118. The factory manual's shaded trough, popper, jet-exit, lockup, and ramp-entry optos physically rest closed; the later optional expansion positions 53-56 use the same opto convention. PinMAME publishes every per-game P2K opto at its raw active-low level (0 active/beam blocked, 1 inactive), not at a normalized active-high level. Every other fitted contact is recorded normally open: the manual requires an open gap for playfield blade contacts and explicitly calls both EOS switches normally open, while PinMAME's P2K input map uses inactive 0 / active 1 for the remaining grounded controls. The controller's inversion_applied_by_emulator flag still means consumers use the mixed public levels as delivered and do not apply one controller-wide inversion.

Board drivers 1-32 retain public solenoid numbers 1-32. Board drivers 33-36 are exported through PinMAME's lower-flipper public addresses 45-48. Board drivers 37-48 become custom public outputs 51-62. Do not remap the printed driver numbers directly for 33-48; the JSON preserves both values as separate aliases.

The lamp board is not two contiguous 8x8 matrices. It is eight columns of sixteen bits, interleaving Bank A and Bank B per column. Convert printed notation with public = (column - 1) * 16 + (Bank B ? 8 : 0) + (row - 1). The public range is zero-based 0-127 and the definition includes every cell, including all twelve printed unused positions.

Stock spatial map

The factory location drawings on printed pages 2-38, 2-40, 2-42, and 2-44 locate every fitted stock playfield lamp, switch, solenoid effect, and flasher. Their player-view callout endpoints and directly labelled device centers are manually projected into the repository's normalized playfield plane (x=0 left, x=1 right, y=0 rear, y=1 apron). The retained excerpt records each crop's native pixel dimensions and approximate outer-table review bounds. Every identity, side, order, and authoring point reconciles to the official line art and is therefore validated, while the three-decimal coordinates explicitly remain authoring anchors rather than surveyed CAD. Cabinet buttons, coin-door illumination, service hardware, unused outputs, and virtual outputs remain spatially not applicable.

The switch drawing has no devices at optional addresses 53-56 because the stock model 50070 is a four-ball machine. The myPinballs v2.0 installation guide documents the retrofit: Trough Ball 5 and 6 populate the two blank positions on the factory trough opto PCBs, while Right Lockup 2 and 3 populate mounting positions retained on the production lock weldment after those sensors were removed for cost. The trough points continue the factory Ball 1-4 spacing; the two lock points project consecutive ball positions within the existing Right Lockup 1 assembly. Those four community-firmware placements are validated as usable authoring points from the photographed assemblies under the user's explicit allowance for non-surveyed custom-firmware fitment; their notes preserve that limitation.

Stock devices and optional hardware

The February 1999 manual validates the complete moving inventory: stock four-ball trough, single drop target, right popper, auto plunger, right lockup, jet-exit post, lock diverter, up/down ramp, passive center ball catcher, two Martian toys, two ball gates, two slingshots, three jet bumpers, and two lower flippers. Seventeen reviewed assembly crops derived from manual pages 52-68 prove the topology: exact assembly/component names, power/hold pairs, springs, armatures, cups, flaps, sensors, and unpowered return paths. The A-22977 drawing shows the post's bell armature pulled upward into the coil and spring-returned down; the post rises to hold a ball and falls below the path after release. A retained physical-machine service observation completes the A-22993 direction: its factory Power test pulls the lock diverter fully open and its master/gate springs return it closed. The corrected trough identity is complete assembly A-19963-4, not an inferred subassembly number. Position records describe controller-observable states without inventing a fixed startup timer.

Three pinned traces divide the runtime claims cleanly. The production serve/launch scenario observes drivers 9 and 15 while marking its supplied switches as host stimuli; its complete callback set also records public output 5 and live register-state channels 29-32. The isolated PINMAME_P2K_DEBUG=ON run owns the synthetic trough/shooter/drain state cycle and labels its delays non-physical. The production-DLL factory Solenoid Test walk records explicit transitions at selected public outputs 1-4, 6-9, 15-16, 45, 47, and 51-54, plus incidental transitions at 10-14, 46, and 48 while advancing; it also records live virtual channels 29, 30, and 32, but output 5 does not transition when its Left Gate service entry is crossed. That negative result is scoped to the service-menu walk because the production trace independently records public 5. The service trace proves address activity, while names remain grounded in the manual and p2k_names.h because the video frames provide no decoded test text. PinMAME's register decode and the two production traces further establish public 29-32 as live virtual state mirroring bits 4-7 of the power-driver board's solenoid-D register 0x0D; RFM has no fitted named load on those four channels, so a recreation must expose their state but must not instantiate playfield coils for them. Coil force, travel timing, launch vectors, and exact collision meshes remain table-owned geometry and tuning under the repository rules, so they are not curation blockers.

Factory RFM leaves drivers 18 and 19 unpopulated. Community firmware 2.10 and later can drive an aftermarket knocker on 18 and shaker motor on 19. Driver 48 is a game-table ticket-dispenser option and is not normally fitted to a pinball cabinet. The official myPinballs update log says 2.22 begins recognizing six balls when the optional trough hardware is fitted and 2.50 can use those extra balls during Capture Multiball. Version 2.60 and later requires the complete four-opto expansion to operate correctly: 53-54 are trough balls 5-6 and 55-56 are right-lock positions 2-3 for a physical three-ball lock. Consequently rfm_260 is marked physically different rather than stock-compatible.

Pinned PinMAME source resolves the emulated variant composition but deliberately does not claim complete factory history. The four update-package files form the per-version update flash. Every supported driver currently uses revision-1 Prism banks, while the separately dumped rfm_u100r2.rom/rfm_u101r2.rom pair is a factory Prism-card revision rather than a game version. No update package is tied to a boot ROM, and the source explicitly says the shipping date and official-version pairing of revision 2 are unknown; it calls every current revision-1 declaration an unchecked assumption. The same source says this pairing does not change gameplay because the update flash overrides game code; it changes authentic boot-image identity and whether an unpatched revision-2 set boots. Versions 1.91, 2.00, and 2.10 use the same distinct 1.91 sound flash; 2.22 and later return to the stock sound flash. Driver 48 remains a game-table ticket option and is not a firmware-specific physical variant. The per-driver notes therefore preserve exact PinMAME behavior and every known sound/hardware difference while the definition remains partial on variant_differences until authentic factory revision-1/revision-2 fitment evidence is found.

Display and rendering contract

PinMAME's P2K video source is 640x240. The exported CORE_VIDEO layout is 640x480 with rows doubled so legacy display sizing does not halve the output. The frame is already turned into readable row order by the driver; VPE must not mirror or vertically flip it again. A CRT-style filter may reconstruct scanline and shadow-mask character at the logical 640x240 resolution, but geometry, keystone, reflection plane, and cabinet occlusion belong to the authored Unity scene.

Evidence precedence and known discrepancy

PinMAME's current p2k_names.h tables were walked completely against the games' own switch, coil, and lamp tests. Those measured runtime names and public addresses take precedence over visual inference. The manual remains physical truth for connectors, wires, driver transistors, parts, and stock-vs-unused fitment.

The operations manual's table and location drawing place 18B on the left slingshot and 28B on the right, while the machine lamp test reports the opposite semantic names. The definition therefore binds public 15/manual 18B to the runtime name Right Slingshot Spotlight at the manual's left-side coordinate and public 31/manual 28B to the runtime name Left Slingshot Spotlight at the manual's right-side coordinate. This deterministic split keeps machine-test semantics and factory physical positions without inventing a wiring swap, and the ignored conflict records why the names and sides appear crossed.

The supplied Attack and Revenge from Mars (Midway-Williams) v600.vpx is not RFM geometry. Its embedded script runs afm_113b, its callbacks are Attack from Mars addresses, and its extracted screenshot shows the AFM playfield. It is retained at SHA-256 9a5415a3b6b5a57b01749415789019fe7037a828e9ab691ce64cd1720b2294be as a rejected candidate and contributes no RFM spatial or controller assertion.

Authoring boundary

The definition is complete enough to implement the stock and documented aftermarket playfield contract in VPE, but repository policy keeps it partial because the authentic factory Prism revision-1/revision-2 shipping pairing is unresolved. A VPE table still must author playfield meshes, collision surfaces, the reflected-video plane, material response, coil strength, motion curves, transition timing, and launch vectors. Those are implementation and tuning choices rather than missing controller or mechanism facts.

Sources

  • manual.rfm.operations-1999: February 1999 model 50070 operations manual, SHA-256 6ba2c0728d26e379d1e1a0b2a2ff5eb40f61fce2d38c45e0e4f094166df0b9df; four stock location drawings, service tables, and assemblies.
  • manual.rfm.mypinballs-opto-expansion-v2: myPinballs Opto Expansion Upgrade Install Instructions v2.0, SHA-256 00a744e1cc6507c328b22f33fc4f3aa6f8ec4826dce0a8874493023ee8d48fbf; retrofit wiring tables and installed trough/lock photographs.
  • service-bulletin.rfm.mypinballs-code-updates: official myPinballs code-update log acquired 2026-08-15; quoted knocker, shaker, six-ball trough, and physical-lock firmware milestones.
  • human-review.rfm.pinside-lock-diverter: retained physical-machine service observation that the factory Power test pulls the diverter open and the return mechanism closes it.
  • pinmame.core.8371478a7640: pinned P2K implementation and machine-test-verified device tables at revision 8371478a7640f1896dcdf565aed340dc5df989ba.
  • runtime.rfm.stock-ball-serve: pinned release-DLL stock serve/launch scenario and 640x480 video trace.
  • runtime.rfm.debug-ball-cycle: isolated P2K debug-model trace covering eject, shooter lane, launch, drain, and trough return.
  • service-diagnostic.rfm.solenoid-test: pinned release-DLL factory solenoid-test walk covering every curated moving-assembly output.
  • vpx-table.attack-and-revenge-v600-rejected: exact user-supplied hybrid VPX, rejected because it runs AFM ROM semantics and AFM geometry.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
rfm_260Pinball 2000: Revenge From Mars (2.60 unofficial MOD)
myPinballs update that requires the full four-opto expansion: switches 53-54 extend the trough to six balls and 55-56 extend the right lock to three physical ball positions. It uses the stock sound flash. PinMAME composes this set with its current revision-1 Prism banks; the pinned source explicitly leaves the authentic factory revision-1/revision-2 shipping pairing unverified. PinMAME notes that the pairing does not change gameplay because the update flash overrides game code; it changes authentic boot-image identity and whether an unpatched revision-2 set boots.
2024rfm_160different
rfm_250Pinball 2000: Revenge From Mars (2.50 unofficial MOD)
myPinballs update retaining stock four-ball compatibility; with the optional six-ball trough fitted, Capture Multiball can use the additional balls. It uses the stock sound flash. PinMAME composes this set with its current revision-1 Prism banks; the pinned source explicitly leaves the authentic factory revision-1/revision-2 shipping pairing unverified. PinMAME notes that the pairing does not change gameplay because the update flash overrides game code; it changes authentic boot-image identity and whether an unpatched revision-2 set boots.
2022rfm_160compatible
rfm_224Pinball 2000: Revenge From Mars (2.24 unofficial MOD)
myPinballs update, also released as 2.42, retaining stock four-ball compatibility and optional six-ball trough support through switches 53-54; stock sound flash. PinMAME composes this set with its current revision-1 Prism banks; the pinned source explicitly leaves the authentic factory revision-1/revision-2 shipping pairing unverified. PinMAME notes that the pairing does not change gameplay because the update flash overrides game code; it changes authentic boot-image identity and whether an unpatched revision-2 set boots.
2022rfm_160compatible
rfm_223Pinball 2000: Revenge From Mars (2.23 unofficial MOD)
myPinballs update, also released as 2.40, retaining stock four-ball compatibility and optional six-ball trough support through switches 53-54; stock sound flash. PinMAME composes this set with its current revision-1 Prism banks; the pinned source explicitly leaves the authentic factory revision-1/revision-2 shipping pairing unverified. PinMAME notes that the pairing does not change gameplay because the update flash overrides game code; it changes authentic boot-image identity and whether an unpatched revision-2 set boots.
2021rfm_160compatible
rfm_222Pinball 2000: Revenge From Mars (2.22 unofficial MOD)
First myPinballs line, also released as 2.30, that recognizes six balls when the optional trough expansion is installed; it remains compatible with the stock four-ball playfield and returns to the stock sound flash. PinMAME composes this set with its current revision-1 Prism banks; the pinned source explicitly leaves the authentic factory revision-1/revision-2 shipping pairing unverified. PinMAME notes that the pairing does not change gameplay because the update flash overrides game code; it changes authentic boot-image identity and whether an unpatched revision-2 set boots.
2020rfm_160compatible
rfm_210Pinball 2000: Revenge From Mars (2.10 unofficial MOD)
myPinballs update for the unmodified stock playfield; reuses the 1.91 sound flash and can drive an optional knocker on 18 and shaker on 19 when fitted. PinMAME composes this set with its current revision-1 Prism banks; the pinned source explicitly leaves the authentic factory revision-1/revision-2 shipping pairing unverified. PinMAME notes that the pairing does not change gameplay because the update flash overrides game code; it changes authentic boot-image identity and whether an unpatched revision-2 set boots.
2019rfm_160compatible
rfm_200Pinball 2000: Revenge From Mars (2.00 unofficial MOD)
First myPinballs update for the unmodified stock playfield; reuses the 1.91 sound flash and does not yet enable the optional shaker/knocker outputs introduced in 2.10. PinMAME composes this set with its current revision-1 Prism banks; the pinned source explicitly leaves the authentic factory revision-1/revision-2 shipping pairing unverified. PinMAME notes that the pairing does not change gameplay because the update flash overrides game code; it changes authentic boot-image identity and whether an unpatched revision-2 set boots.
2018rfm_160compatible
rfm_195Pinball 2000: Revenge From Mars (1.95 unofficial MOD)
hemtoni German retranslation branch based on the 1.90-era software for the unmodified stock playfield; it uses the stock sound flash and is not the newest 1.x branch. PinMAME composes this set with its current revision-1 Prism banks; the pinned source explicitly leaves the authentic factory revision-1/revision-2 shipping pairing unverified. PinMAME notes that the pairing does not change gameplay because the update flash overrides game code; it changes authentic boot-image identity and whether an unpatched revision-2 set boots.
2018rfm_160compatible

Parent set: rfm_160 — 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.

  • PinMAME catalog

    BSD-3-Clause

    pinmame.catalog.8371478a7640

    PinmameGetGames: exact 15-driver rfm_120 through rfm_260 clone family

    by
    PinMAME contributors
    rev
    8371478a7640
  • PinMAME source

    BSD-3-Clause

    pinmame.core.8371478a7640

    Source locations

    src/wpc/p2k.c: public switch translation, opto polarity, output publication, video layout, exact emulated update/sound/Prism ROM composition, and hardware-generation contract; src/wpc/p2k_names.h: machine-test-verified RFM switch, coil, and lamp tables; src/p2k/README.md lines 7-26, 117-163, and 269-363: driver lineage, update-flash identity, stock versus 1.91 sound-flash reuse, the factory r2 Prism pair's non-pairing with any game update, the warning that every driver's current revision-1 composition is an unchecked factory-shipping assumption, and the qualifier that boot-bank pairing does not change update-flash gameplay

    by
    PinMAME contributors
    rev
    8371478a7640
  • Operator manual

    manual.rfm.operations-1999

    Source locations

    February 1999 model 50070 operations manual; PDF pages 37-38 / printed pages 1-27 through 1-28 switch contacts; PDF pages 52-68 / printed pages 2-12 through 2-28 mechanism assemblies; PDF pages 78, 80, 82, and 84 / printed pages 2-38, 2-40, 2-42, and 2-44 location drawings; PDF pages 86-88 / printed pages 2-46 through 2-48 service tables; wiring section

    external:pinmame-manuals/_unsorted/Bally_1999_Revenge_From_Mars_Operations_Manual_February_1999_OCR_searchable.pdf
    by
    Williams Electronics Games, Inc.
    sha256
    6ba2c0728d26…
  • Operator manual

    manual.rfm.mypinballs-opto-expansion-v2

    myPinballs Revenge From Mars Opto Expansion Upgrade Install Instructions v2.0; PDF pages 2 and 6 for six-ball trough positions 53-54; PDF pages 3 and 7 for physical-lock positions 55-56

    external:pinmame-manuals/_unsorted/mypinballs_rfm_opto_upgrade_kit_instructions_v2-0.pdf
    by
    myPinballs Electronics
    sha256
    00a744e1cc65…
  • Service bulletin

    service-bulletin.rfm.mypinballs-code-updates

    Official myPinballs RFM code-update log: version 2.10 optional knocker/shaker controls, 2.22 six-ball recognition, 2.50 upgraded-trough multiball behavior, and 2.60 full four-opto expansion requirement

    by
    myPinballs Electronics
  • Human review

    human-review.rfm.pinside-lock-diverter

    Original physical-machine service report: factory Power solenoid test pulls the RFM diverter fully open; the faulty mechanism fails to spring fully closed after release; follow-up identifies the return spring or diverter rod

    by
    Pinside user oohlou and technical-thread participants
  • Runtime run

    runtime.rfm.stock-ball-serve

    Source locations

    Pinned release-DLL rfm_160 scenario: four active-low trough positions, driver 9 serve, shooter-lane switch 18, driver 15 auto-launch, a 640x480x24 type-15 video frame, a public-output-5 transition in the complete callback set, and live virtual power-driver register-state channels 29-32; raw run SHA-256 a236d6b7d16efe9c56425affb6c59872c78d801ce106a0bc1af697237c5c8060

    internal:evidence/runtime/p2k/revenge-from-mars-stock-ball-serve.json
    by
    Generated locally with LibPinMAME from the user-authorized ROM corpus; ROM bytes remain external
    rev
    8371478a7640
  • Runtime run

    BSD-3-Clause

    runtime.rfm.debug-ball-cycle

    Source locations

    Pinned isolated PINMAME_P2K_DEBUG build and scenario: model-owned trough, shooter-lane, launch, drain, and trough-return states; raw run SHA-256 3c77df07b1127aa4784ff939f7b8eb31021cdb34903a87b5f7f3f3c341c315d9; debug frame delays are explicitly non-physical

    internal:evidence/runtime/p2k/revenge-from-mars-debug-ball-cycle.json
    by
    PinMAME contributors and local harness execution
    rev
    8371478a7640
  • Service diagnostic

    service-diagnostic.rfm.solenoid-test

    Source locations

    Pinned release-DLL rfm_160 factory Solenoid Test walk on empty isolated state: selected public outputs 1-4, 6-9, 15-16, 45, 47, and 51-54 transition; traversal also records 10-14, 46, and 48, while the complete callback set includes live virtual register-state channels 29, 30, and 32; public output 5 alone does not transition when its documented Left Gate service entry is crossed, although the separate production trace records public 5; raw run SHA-256 47df7e4c1139f14e227334d2d87b809cc78c66ed5c0f334b31bc6a435d654afc

    internal:evidence/runtime/p2k/revenge-from-mars-solenoid-service-test.json
    by
    Generated locally with LibPinMAME from the user-authorized ROM corpus; ROM bytes remain external
    rev
    8371478a7640
  • VPX table

    vpx-table.attack-and-revenge-v600-rejected

    12,959,744-byte hybrid JPSalas v6.0.0 table; embedded script cGameName=afm_113b and AFM switch/solenoid callbacks; visually confirmed Attack from Mars geometry, rejected for RFM spatial or controller evidence

    external:pinmame-vpx-sources/bally/revenge-from-mars-1999/source/Attack%20and%20Revenge%20from%20Mars%20%28Midway-Williams%29%20v600.vpx
    by
    JPSalas and credited table contributors
    sha256
    9a5415a3b6b5…

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