Overview
Legacy evidence identifies this candidate as Stern (2001). 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
games/austin.json#/switches/0._note: cvpmTrough InitSwitches Array(14,13,12,11) — sw11 is nearest shootergames/austin.json#/switches/4._note: PulseSw 15 fired in SolTrough after ball eject. Confirms ball reached shooter lane.games/austin.json#/switches/5._note: Controller.Switch on/off (rollover). Also plungerIM.switch 16 — auto plunger lane switch.games/austin.json#/switches/6._note: PulseSw 18games/austin.json#/switches/7._note: bsInodoro cvpmSaucer. InitKicker Sw21, 21. Ball management.games/austin.json#/switches/8._note: mEvil.AddSw 22, 498, 500. Mechanism switch — Dr Evil at top position.games/austin.json#/switches/9._note: mEvil.AddSw 23, 0, 1. Mechanism switch — Dr Evil at bottom/home position.games/austin.json#/switches/10._note: PulseSw 24. Animated standup target near Dr Evil.games/austin.json#/switches/11._note: PulseSw 25games/austin.json#/switches/12._note: PulseSw 26games/austin.json#/switches/13._note: PulseSw 27games/austin.json#/switches/14._note: PulseSw 28games/austin.json#/switches/15._note: PulseSw 29games/austin.json#/switches/16._note: PulseSw 30games/austin.json#/switches/17._note: PulseSw 31. Animated standup target.games/austin.json#/switches/18._note: PulseSw 32. Animated standup target.games/austin.json#/switches/19._note: Controller.Switch on/offgames/austin.json#/switches/20._note: PulseSw 34 from spinner animation timer. Animated Mini-Me spinner.games/austin.json#/switches/21._note: PulseSw 35games/austin.json#/switches/22._note: PulseSw 37 on hit and unhitgames/austin.json#/switches/23._note: PulseSw 38 on hit and unhitgames/austin.json#/switches/24._note: Controller.Switch on/offgames/austin.json#/switches/25._note: PulseSw 41 on hit and unhitgames/austin.json#/switches/26._note: PulseSw 42 on hit and unhitgames/austin.json#/switches/27._note: mLaserGun.AddSw 43, 0, 10. Mechanism switch — cannon at home position.games/austin.json#/switches/28._note: mLaserGun.AddSw 44, 400, 750. Mechanism switch — cannon at end of travel.games/austin.json#/switches/29._note: Controller.switch(45) on/off. Ball enters cannon, kicked out by SolLaserBeam (coil 4).games/austin.json#/switches/30._note: bsScoop cvpmSaucer. InitKicker Sw46b, 46.games/austin.json#/switches/31._note: Controller.Switch on/offgames/austin.json#/switches/32._note: Controller.Switch on/offgames/austin.json#/switches/33._note: PulseSw 49games/austin.json#/switches/34._note: PulseSw 50games/austin.json#/switches/35._note: PulseSw 51games/austin.json#/switches/36._note: Controller.Switch(53) set via LeftMagnaSave/RightMagnaSave/LockBarKeygames/austin.json#/switches/37._note: vpmNudge.TiltSwitch = 56games/austin.json#/switches/38._note: Controller.Switch on/offgames/austin.json#/switches/39._note: Controller.Switch on/offgames/austin.json#/switches/40._note: PulseSw 59 in LeftSlingShot_Slingshot subgames/austin.json#/switches/41._note: Controller.Switch on/offgames/austin.json#/switches/42._note: Controller.Switch on/offgames/austin.json#/switches/43._note: PulseSw 62 in RightSlingShot_Slingshot subgames/austin.json#/coils/0._vbscript_callback: SolTroughgames/austin.json#/coils/0._inferred_type: ball_managementgames/austin.json#/coils/0._note: Fires bsTrough.ExitSol_On, then PulseSw 15 (shooter lane confirm)games/austin.json#/coils/1._vbscript_callback: SolAutoPlungerIMgames/austin.json#/coils/1._inferred_type: ball_managementgames/austin.json#/coils/1._note: Impulse plunger. plungerIM.AutoFiregames/austin.json#/coils/2._vbscript_callback: bsScoop.SolOutgames/austin.json#/coils/2._inferred_type: ball_managementgames/austin.json#/coils/3._vbscript_callback: SolLaserBeamgames/austin.json#/coils/3._inferred_type: ball_managementgames/austin.json#/coils/3._note: Kicks ball from cannon. Clears Controller.switch(45).games/austin.json#/coils/4._vbscript_callback: SetLamp 105,games/austin.json#/coils/4._inferred_type: flashergames/austin.json#/coils/5._vbscript_callback: FlashGreengames/austin.json#/coils/5._inferred_type: flashergames/austin.json#/coils/6._vbscript_callback: SolAustinDancegames/austin.json#/coils/6._inferred_type: mechanismgames/austin.json#/coils/6._note: Activates Austin Powers dancing figure animationgames/austin.json#/coils/7._vbscript_callback: bsInodoro.SolOutgames/austin.json#/coils/7._inferred_type: ball_managementgames/austin.json#/coils/8._vbscript_callback: FlashBluegames/austin.json#/coils/8._inferred_type: flashergames/austin.json#/coils/9._vbscript_callback: FlashRedgames/austin.json#/coils/9._inferred_type: flashergames/austin.json#/coils/10._inferred_type: mechanismgames/austin.json#/coils/10._note: cvpmMagnet. GrabCenter = 1.games/austin.json#/coils/11._vbscript_callback: mrEvilgames/austin.json#/coils/11._inferred_type: mechanismgames/austin.json#/coils/11._note: cvpmMyMech. Dr Evil pop-up figure motor. Mech switches: sw23 (home 0-1), sw22 (top 498-500).games/austin.json#/coils/12._vbscript_callback: SolTimeMachinegames/austin.json#/coils/12._inferred_type: mechanismgames/austin.json#/coils/12._note: Time Machine Motor Relay Boardgames/austin.json#/coils/13._vbscript_callback: Solcannongames/austin.json#/coils/13._inferred_type: mechanismgames/austin.json#/coils/13._note: cvpmMyMech. Rotates cannon/laser gun. Mech switches: sw43 (home 0-10), sw44 (end 400-750).games/austin.json#/coils/14._vbscript_callback: SolDivgames/austin.json#/coils/14._inferred_type: divertergames/austin.json#/coils/15._vbscript_callback: vpmSolGate Gategames/austin.json#/coils/15._inferred_type: gategames/austin.json#/coils/16._vbscript_callback: vpmSolSound SoundFX("fx_knocker",DOFKnocker),games/austin.json#/coils/16._inferred_type: knockergames/austin.json#/coils/17._vbscript_callback: SetLamp 125,games/austin.json#/coils/17._inferred_type: flashergames/austin.json#/coils/18._vbscript_callback: SetLamp 126,games/austin.json#/coils/18._inferred_type: flashergames/austin.json#/coils/19._vbscript_callback: SolFlasher27games/austin.json#/coils/19._inferred_type: flashergames/austin.json#/coils/20._vbscript_callback: SetLamp 128,games/austin.json#/coils/20._inferred_type: flashergames/austin.json#/coils/21._vbscript_callback: SetLamp 129,games/austin.json#/coils/21._inferred_type: flashergames/austin.json#/coils/22._vbscript_callback: SetLamp 130,games/austin.json#/coils/22._inferred_type: flashergames/austin.json#/coils/23._vbscript_callback: SetLamp 131,games/austin.json#/coils/23._inferred_type: flashergames/austin.json#/coils/23._note: Also has bloom effect object Flasherbloom31games/austin.json#/coils/24._vbscript_callback: FlashYellowgames/austin.json#/coils/24._inferred_type: flashergames/austin.json#/lamps/4._note: Also has Flash object Light5agames/austin.json#/lamps/5._note: Also has Flash object Light6agames/austin.json#/lamps/12._note: Flash macro — bumper flashergames/austin.json#/lamps/13._note: Flash macro — bumper flashergames/austin.json#/lamps/14._note: Flash macro — bumper flashergames/austin.json#/lamps/44._note: Also has Flash object Light45agames/austin.json#/lamps/47._note: Also has Flash object Light48agames/austin.json#/_source/confidence_notes: High confidence on switches/coils. No Const sw* definitions — switches identified from _Hit/_UnHit subs, Controller.Switch() calls, PulseSw calls, and mechanism AddSw. Lamp IDs from NFadeL/Flash macros. Flashers (coils 5-6, 12-13, 25-32) use SetLamp with 100+ lamp IDs or custom Flash subs. Trough uses cvpmTrough with 4 switches (11-14). Sega/Whitestar platform via SEGA.VBS. Multiple mechanisms: LaserGun cannon (sol 21, mech), Dr Evil motor (sol 19, mech), Time Machine motor (sol 20), Dancing Austin (sol 7), Magnet (sol 14).
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.austin:games/austin.jsonat the pinned migration revision.