Avatar Limited Edition

Partial

Stern2010SAMstern.avatar-limited-edition.2010 1 of 2 editions

Wire it up

what an authoring tool needs first
Bind this ROM
avr_120h

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

Controller platform
pinmame.sam

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

Displays
  • Dot-matrix display128×32
Address space
Switches
-7–88 (88)
Solenoids
1–66 (49)
Lamps
1–80 (80)
GI
0–0 (1)
DIP
1–8 (8)

A single aggregate GI channel — the whole string switches together.

Ball positions at start
14Link lockup18Trough 419Trough 320Trough 221Trough 122Trough jam23Shooter lane

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

Cabinet & flipper inputs
84flipper.lower.left.button83flipper.lower.left.eos82flipper.lower.right.button81flipper.lower.right.eos15cabinet.tournament-start16cabinet.start65cabinet.coin.left66cabinet.coin.center67cabinet.coin.right68cabinet.coin.fourth69cabinet.coin.fifth-7cabinet.tilt-6cabinet.slam-tilt-5cabinet.ticket-notch

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

Playfield

Where each address physically sits. The switch and lamp maps below show the electrical layout — this shows the same devices as the player sees them.

Playfield map

96 placements · 7 stacked · normalised player view · outline is nominal

1 Left return lane R2 NAVI N target3 NAVI A target4 NAVI V target5 NAVI I target27 Right two-bank bottom target · 28 Right return lane9 Left orbit spinner10 Left orbit11 Left top lane12 Center top lane13 Right top lane14 Link lockup17 Center target24 Left outlane25 Left return lane L29 Right outlane330 Left pop bumper · 9 Left pop bumper · 60 Left pop bumper331 Right pop bumper · 10 Right pop bumper · 61 Right pop bumper332 Bottom pop bumper · 11 Bottom pop bumper · 62 Bottom pop bumper35 Right orbit36 Center AMP target37 Left AMP target38 Right AMP target339 Captive ball · 6 Link lockup up · 7 Link lockup latch40 Right orbit spinner52 Left ramp exit283 Left flipper end-of-stroke · 15 Left flipper281 Right flipper end-of-stroke · 16 Right flipper1 Trough up-kicker2 Auto launch3 AMP suit magnet3 Shoot Again4 Grace5 Tsu'tey6 Mo'at7 Eytukan8 Neytiri9 Jake10 NAVI I11 NAVI V12 NAVI A13 NAVI N14 Right outlane15 Right return lane16 Right two-bank arrow17 Left return lane R18 Left return lane L19 Left outlane21 Right two-bank bottom target22 Right two-bank top target23 Extra Ball24 Navi26 Left four-bank arrow27 AMP suit X28 Captive ball X29 Link X30 AMP suit arrow31 Captive ball arrow32 Right orbit X33 Right loop arrow34 Eywa35 AMP P36 AMP M37 AMP A38 Link arrow39 Left orbit X40 Left ramp X41 Left ramp arrow42 Left loop arrow43 Link47 Left ramp Banshee48 Light Unobtanium49 Center target arrow50 Center target X51 AMP suit arrow top52 Special53 AMP Multiball54 Left top lane55 Center top lane56 Right top lane57 Banshee58 Link59 AMP63 Valkyrie64 Seeds

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 playfield57
  • sensorsenses the ball29
  • effectmoves the ball10
  • nStackseveral devices in one spot7
96 devices shown

Not on the playfield40 unused, 21 cabinet or service, 17 virtual, 8 dip switch — declared rather than missing.

Coverage

Partial

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

Catalog Identity
validated
Address Enumeration
validated
Semantic Naming
validated
Physical Wiring
validated
Mechanisms
validated
Variant Coverage
validated
Recreation Knowledge
validated
Still missing · 1
Spatial Placement

Switches

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

88 addresses

Switch map

Sequential addresses, grouped in columns of eight.

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

Outside the matrix-7, -6, -5, -4, -3, -2, -1, 0 — dedicated, diagnostic or flipper-column addresses. See the table below.

88 shown
# Name Device ID Role Wiring Evidence
-7
Pendulum tilt
Tilt
switch.d17-pendulum-tilt
cabinet.tilt
validated
-6
Slam tiltNC
Tilt
switch.d18-slam-tilt
cabinet.slam-tilt
validated
-5
Ticket notchopt
Microswitch
switch.d19-ticket-notch
cabinet.ticket-notch
validated
-4
Unused dedicated switch D20
switch.d20-unused-dedicated-switch-d20
validated
-3
Coin-door Back button
Button
switch.d21-coin-door-back-button
service.back
validated
-2
Coin-door Minus button
Button
switch.d22-coin-door-minus-button
service.down
validated
-1
Coin-door Plus button
Button
switch.d23-coin-door-plus-button
service.up
validated
0
Coin-door Select button
Button
switch.d24-coin-door-select-button
service.enter
validated
1
Left return lane R
Leaf
switch.1-left-return-lane-r
J1-P1GRN-BRN
J6-P9WHT-BRN
CPU/Sound board
validated
2
NAVI N target
Microswitch
switch.2-navi-n-target
J1-P1GRN-BRN
J6-P8WHT-RED
CPU/Sound board
validated
3
NAVI A target
Microswitch
switch.3-navi-a-target
J1-P1GRN-BRN
J6-P7WHT-ORG
CPU/Sound board
validated
4
NAVI V target
Microswitch
switch.4-navi-v-target
J1-P1GRN-BRN
J6-P6WHT-YEL
CPU/Sound board
validated
5
NAVI I target
Microswitch
switch.5-navi-i-target
J1-P1GRN-BRN
J6-P5WHT-GRN
CPU/Sound board
validated
6
Unused matrix switch 6
switch.6-unused-matrix-switch-6
J1-P1GRN-BRN
J6-P3WHT-BLU
CPU/Sound board
validated
7
Right two-bank bottom target
Microswitch
switch.7-right-two-bank-bottom-target
J1-P1GRN-BRN
J6-P2WHT-VIO
CPU/Sound board
validated
8
Right two-bank top target
Microswitch
switch.8-right-two-bank-top-target
J1-P1GRN-BRN
J6-P1WHT-GRY
CPU/Sound board
validated
9
Left orbit spinner
Other
switch.9-left-orbit-spinner
J1-P1GRN-BRN
J12-P9TAN-BLK
CPU/Sound board
validated
10
Left orbit
Leaf
switch.10-left-orbit
J1-P1GRN-BRN
J12-P8TAN-RED
CPU/Sound board
validated
11
Left top lane
Leaf
switch.11-left-top-lane
J1-P1GRN-BRN
J12-P7TAN-ORG
CPU/Sound board
validated
12
Center top lane
Leaf
switch.12-center-top-lane
J1-P1GRN-BRN
J12-P6TAN-YEL
CPU/Sound board
validated
13
Right top lane
Leaf
switch.13-right-top-lane
J1-P1GRN-BRN
J12-P4TAN-GRN
CPU/Sound board
validated
15
Tournament start
Button
switch.15-tournament-start
cabinet.tournament-start
J1-P1GRN-BRN
J12-P2TAN-VIO
CPU/Sound board
validated
16
Start
Button
switch.16-start
cabinet.start
J1-P1GRN-BRN
J12-P1TAN-WHT
CPU/Sound board
validated
17
Center target
Microswitch
switch.17-center-target
J1-P3GRN-RED
J6-P9WHT-BRN
CPU/Sound board
validated
18
Trough 4
Microswitch
switch.18-trough-4
ball.position
J1-P3GRN-RED
J6-P8WHT-RED
CPU/Sound board
validated
19
Trough 3
Microswitch
switch.19-trough-3
ball.position
J1-P3GRN-RED
J6-P7WHT-ORG
CPU/Sound board
validated
20
Trough 2
Microswitch
switch.20-trough-2
ball.position
J1-P3GRN-RED
J6-P6WHT-YEL
CPU/Sound board
validated
21
Trough 1
Microswitch
switch.21-trough-1
ball.position
J1-P3GRN-RED
J6-P5WHT-GRN
CPU/Sound board
validated
22
Trough jam
Opto
switch.22-trough-jam
ball.position
J1-P3GRN-RED
J6-P3WHT-BLU
CPU/Sound board
validated
23
Shooter lane
Microswitch
switch.23-shooter-lane
ball.position
J1-P3GRN-RED
J6-P2WHT-VIO
CPU/Sound board
validated
24
Left outlane
Leaf
switch.24-left-outlane
J1-P3GRN-RED
J6-P1WHT-GRY
CPU/Sound board
validated
25
Left return lane L
Leaf
switch.25-left-return-lane-l
J1-P3GRN-RED
J12-P9TAN-BLK
CPU/Sound board
validated
26
Left slingshot
Leaf
switch.26-left-slingshot
J1-P3GRN-RED
J12-P8TAN-RED
CPU/Sound board
validated
27
Right slingshot
Leaf
switch.27-right-slingshot
J1-P3GRN-RED
J12-P7TAN-ORG
CPU/Sound board
validated
28
Right return lane
Leaf
switch.28-right-return-lane
J1-P3GRN-RED
J12-P6TAN-YEL
CPU/Sound board
validated
29
Right outlane
Leaf
switch.29-right-outlane
J1-P3GRN-RED
J12-P4TAN-GRN
CPU/Sound board
validated
30
Left pop bumper
Leaf
switch.30-left-pop-bumper
J1-P3GRN-RED
J12-P3TAN-BLU
CPU/Sound board
validated
31
Right pop bumper
Leaf
switch.31-right-pop-bumper
J1-P3GRN-RED
J12-P2TAN-VIO
CPU/Sound board
validated
32
Bottom pop bumper
Leaf
switch.32-bottom-pop-bumper
J1-P3GRN-RED
J12-P1TAN-WHT
CPU/Sound board
validated
33
Unused matrix switch 33
switch.33-unused-matrix-switch-33
J1-P4GRN-ORG
J6-P9WHT-BRN
CPU/Sound board
validated
34
Unused matrix switch 34
switch.34-unused-matrix-switch-34
J1-P4GRN-ORG
J6-P8WHT-RED
CPU/Sound board
validated
35
Right orbit
Leaf
switch.35-right-orbit
J1-P4GRN-ORG
J6-P7WHT-ORG
CPU/Sound board
validated
36
Center AMP target
Microswitch
switch.36-center-amp-target
J1-P4GRN-ORG
J6-P6WHT-YEL
CPU/Sound board
validated
37
Left AMP target
Microswitch
switch.37-left-amp-target
J1-P4GRN-ORG
J6-P5WHT-GRN
CPU/Sound board
validated
38
Right AMP target
Microswitch
switch.38-right-amp-target
J1-P4GRN-ORG
J6-P3WHT-BLU
CPU/Sound board
validated
39
Captive ballNC
Leaf
switch.39-captive-ball
J1-P4GRN-ORG
J6-P2WHT-VIO
CPU/Sound board
validated
40
Right orbit spinner
Other
switch.40-right-orbit-spinner
J1-P4GRN-ORG
J6-P1WHT-GRY
CPU/Sound board
validated
41
Left ramp entrance
Microswitch
switch.41-left-ramp-entrance
J1-P4GRN-ORG
J12-P9TAN-BLK
CPU/Sound board
validated
42
AMP three-bank left target
Microswitch
switch.42-amp-three-bank-left-target
J1-P4GRN-ORG
J12-P8TAN-RED
CPU/Sound board
validated
43
AMP three-bank center target
Microswitch
switch.43-amp-three-bank-center-target
J1-P4GRN-ORG
J12-P7TAN-ORG
CPU/Sound board
validated
44
AMP three-bank right target
Microswitch
switch.44-amp-three-bank-right-target
J1-P4GRN-ORG
J12-P6TAN-YEL
CPU/Sound board
validated
45
AMP three-bank down
Microswitch
switch.45-amp-three-bank-down
position.down
J1-P4GRN-ORG
J12-P4TAN-GRN
CPU/Sound board
validated
46
AMP three-bank up
Microswitch
switch.46-amp-three-bank-up
position.up
J1-P4GRN-ORG
J12-P3TAN-BLU
CPU/Sound board
validated
47
Transporter down
Microswitch
switch.47-transporter-down
position.down
J1-P4GRN-ORG
J12-P2TAN-VIO
CPU/Sound board
validated
48
Transporter up
Microswitch
switch.48-transporter-up
position.up
J1-P4GRN-ORG
J12-P1TAN-WHT
CPU/Sound board
validated
49
Unused matrix switch 49
switch.49-unused-matrix-switch-49
J1-P5GRN-YEL
J6-P9WHT-BRN
CPU/Sound board
validated
50
Unused matrix switch 50
switch.50-unused-matrix-switch-50
J1-P5GRN-YEL
J6-P8WHT-RED
CPU/Sound board
validated
51
Unused matrix switch 51
switch.51-unused-matrix-switch-51
J1-P5GRN-YEL
J6-P7WHT-ORG
CPU/Sound board
validated
52
Left ramp exit
Microswitch
switch.52-left-ramp-exit
J1-P5GRN-YEL
J6-P6WHT-YEL
CPU/Sound board
validated
53
Unused matrix switch 53
switch.53-unused-matrix-switch-53
J1-P5GRN-YEL
J6-P5WHT-GRN
CPU/Sound board
validated
54
Unused matrix switch 54
switch.54-unused-matrix-switch-54
J1-P5GRN-YEL
J6-P3WHT-BLU
CPU/Sound board
validated
55
Unused matrix switch 55
switch.55-unused-matrix-switch-55
J1-P5GRN-YEL
J6-P2WHT-VIO
CPU/Sound board
validated
56
Unused matrix switch 56
switch.56-unused-matrix-switch-56
J1-P5GRN-YEL
J6-P1WHT-GRY
CPU/Sound board
validated
57
AMP suit motor down
Microswitch
switch.57-amp-suit-motor-down
position.down
J1-P5GRN-YEL
J12-P9TAN-BLK
CPU/Sound board
validated
58
AMP suit motor up
Microswitch
switch.58-amp-suit-motor-up
position.up
J1-P5GRN-YEL
J12-P8TAN-RED
CPU/Sound board
validated
59
Unused matrix switch 59
switch.59-unused-matrix-switch-59
J1-P5GRN-YEL
J12-P7TAN-ORG
CPU/Sound board
validated
60
Unused matrix switch 60
switch.60-unused-matrix-switch-60
J1-P5GRN-YEL
J12-P6TAN-YEL
CPU/Sound board
validated
61
Unused matrix switch 61
switch.61-unused-matrix-switch-61
J1-P5GRN-YEL
J12-P4TAN-GRN
CPU/Sound board
validated
62
Unused matrix switch 62
switch.62-unused-matrix-switch-62
J1-P5GRN-YEL
J12-P3TAN-BLU
CPU/Sound board
validated
63
Unused matrix switch 63
switch.63-unused-matrix-switch-63
J1-P5GRN-YEL
J12-P2TAN-VIO
CPU/Sound board
validated
64
Unused matrix switch 64
switch.64-unused-matrix-switch-64
J1-P5GRN-YEL
J12-P1TAN-WHT
CPU/Sound board
validated
65
Left coin chute
Button
switch.d1-left-coin-chute
cabinet.coin.left
validated
66
Center coin chute
Button
switch.d2-center-coin-chute
cabinet.coin.center
validated
67
Right coin chute
Button
switch.d3-right-coin-chute
cabinet.coin.right
validated
68
Fourth coin chuteopt
Button
switch.d4-fourth-coin-chute
cabinet.coin.fourth
validated
69
Fifth coin chuteopt
Button
switch.d5-fifth-coin-chute
cabinet.coin.fifth
validated
70
Unused dedicated switch D6
switch.d6-unused-dedicated-switch-d6
validated
71
Unused dedicated switch D7
switch.d7-unused-dedicated-switch-d7
validated
72
Alternate shooter-lane metal detector
Other
switch.d8-alternate-shooter-lane-metal-detector
validated
81
Right flipper end-of-strokeNC
Leaf
switch.d12-right-flipper-end-of-stroke
flipper.lower.right.eos
validated
82
Right flipper button
Button
switch.d11-right-flipper-button
flipper.lower.right.button
validated
83
Left flipper end-of-strokeNC
Leaf
switch.d10-left-flipper-end-of-stroke
flipper.lower.left.eos
validated
84
Left flipper button
Button
switch.d9-left-flipper-button
flipper.lower.left.button
validated
85
Unused dedicated switch D16
switch.d16-unused-dedicated-switch-d16
validated
86
Unused dedicated switch D15
switch.d15-unused-dedicated-switch-d15
validated
87
Unused dedicated switch D14
switch.d14-unused-dedicated-switch-d14
validated
88
Unused dedicated switch D13
switch.d13-unused-dedicated-switch-d13
validated

Controlled devices

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

Coils, magnets & motors

20
20 shown
# Name Device ID Kind Role Wiring Evidence
1
Trough up-kicker
device.1-trough-up-kicker Coil
Q1BRN-BLK
I/O Power Driver board
validated
2
Auto launch
device.2-auto-launch Coil
Q2BRN-RED
I/O Power Driver board
validated
3
AMP suit magnet
device.3-amp-suit-magnet Magnet
Q3BRN-ORG
I/O Power Driver board
validated
4
AMP suit right marching leg
device.4-amp-suit-right-marching-leg Coil
Q4BRN-YEL
I/O Power Driver board
validated
5
AMP three-bank motor relay
device.5-amp-three-bank-motor-relay Relay
Q5BRN-GRN
I/O Power Driver board
validated
8
Shaker motor
device.8-shaker-motor Motor
cabinet.shaker
Q8BRN-GRY
I/O Power Driver board
validated
9
Left pop bumper
device.9-left-pop-bumper Coil
Q9BLU-BRN
I/O Power Driver board
validated
10
Right pop bumper
device.10-right-pop-bumper Coil
Q10BLU-RED
I/O Power Driver board
validated
11
Bottom pop bumper
device.11-bottom-pop-bumper Coil
Q11BLU-ORG
I/O Power Driver board
validated
12
AMP suit left marching leg
device.12-amp-suit-left-marching-leg Coil
Q12BLU-YEL
I/O Power Driver board
validated
13
AMP suit motor direction relay
device.13-amp-suit-motor-direction-relay Relay
Q13BLU-GRN
I/O Power Driver board
validated
14
Transporter motor reversing relay
device.14-transporter-motor-reversing-relay Relay
Q14BLU-BLU
I/O Power Driver board
validated
15
Left flipper
device.15-left-flipper Coil
Q15ORG-GRY
I/O Power Driver board
validated
16
Right flipper
device.16-right-flipper Coil
Q16ORG-VIO
I/O Power Driver board
validated
17
Left slingshot
device.17-left-slingshot Coil
Q17VIO-BRN
I/O Power Driver board
validated
18
Right slingshot
device.18-right-slingshot Coil
Q18VIO-RED
I/O Power Driver board
validated
19
AMP suit motor
device.19-amp-suit-motor Motor
Q19VIO-ORG
I/O Power Driver board
validated
24
Optional coil or coin meteropt
device.24-optional-coil-or-coin-meter Coil
cabinet.coin-meter
Q24VIO-GRY
I/O Power Driver board
validated

Flashers

12
12 shown
# Name Device ID Role Wiring Evidence
21
Backpanel flashers x2
device.21-backpanel-flashers-x2
cabinet.backpanel-flasher
Q21VIO-GRN
I/O Power Driver board
validated
25
Pop bumper flasher
device.25-pop-bumper-flasher
Q25BLK-BRN
I/O Power Driver board
validated
26
AMP multiball flasher
device.26-amp-multiball-flasher
Q26BLK-RED
I/O Power Driver board
validated
27
Bottom arch flashers x2
device.27-bottom-arch-flashers-x2
Q27BLK-ORG
I/O Power Driver board
validated
28
AMP suit flashers x2
device.28-amp-suit-flashers-x2
Q28BLK-YEL
I/O Power Driver board
validated
29
Left side flasher
device.29-left-side-flasher
Q29BLK-GRN
I/O Power Driver board
validated
30
Left blue flasher
device.30-left-blue-flasher
Q30BLK-BLU
I/O Power Driver board
validated
31
Right blue flasher
device.31-right-blue-flasher
Q31BLK-VIO
I/O Power Driver board
validated
32
Right side flasher
device.32-right-side-flasher
Q32BLK-GRY
I/O Power Driver board
validated

Lamps

80

Lamp map

Sequential addresses, grouped in columns of eight.

used unused
 
+0
+1
+2
+3
+4
+5
+6
+7
1–8
9–16
17–24
25–32
33–40
41–48
49–56
57–64
65–72
73–80
Hover or tap an address to identify it.
80 shown
# Name Device ID Role Wiring Evidence
1
Start button
lamp.1-start-button
cabinet.start
I/O Power Driver board lamp matrix
validated
2
Tournament start button
lamp.2-tournament-start-button
cabinet.tournament-start
I/O Power Driver board lamp matrix
validated
3
Shoot Again
lamp.3-shoot-again
I/O Power Driver board lamp matrix
validated
4
Grace
lamp.4-grace
I/O Power Driver board lamp matrix
validated
5
Tsu'tey
lamp.5-tsu-tey
I/O Power Driver board lamp matrix
validated
6
Mo'at
lamp.6-mo-at
I/O Power Driver board lamp matrix
validated
7
Eytukan
lamp.7-eytukan
I/O Power Driver board lamp matrix
validated
8
Neytiri
lamp.8-neytiri
I/O Power Driver board lamp matrix
validated
9
Jake
lamp.9-jake
I/O Power Driver board lamp matrix
validated
10
NAVI I
lamp.10-navi-i
I/O Power Driver board lamp matrix
validated
11
NAVI V
lamp.11-navi-v
I/O Power Driver board lamp matrix
validated
12
NAVI A
lamp.12-navi-a
I/O Power Driver board lamp matrix
validated
13
NAVI N
lamp.13-navi-n
I/O Power Driver board lamp matrix
validated
14
Right outlane
lamp.14-right-outlane
I/O Power Driver board lamp matrix
validated
15
Right return lane
lamp.15-right-return-lane
I/O Power Driver board lamp matrix
validated
16
Right two-bank arrow
lamp.16-right-two-bank-arrow
I/O Power Driver board lamp matrix
validated
17
Left return lane R
lamp.17-left-return-lane-r
I/O Power Driver board lamp matrix
validated
18
Left return lane L
lamp.18-left-return-lane-l
I/O Power Driver board lamp matrix
validated
19
Left outlane
lamp.19-left-outlane
I/O Power Driver board lamp matrix
validated
20
1X
lamp.20-1x
I/O Power Driver board lamp matrix
validated
21
Right two-bank bottom target
lamp.21-right-two-bank-bottom-target
I/O Power Driver board lamp matrix
validated
22
Right two-bank top target
lamp.22-right-two-bank-top-target
I/O Power Driver board lamp matrix
validated
23
Extra Ball
lamp.23-extra-ball
I/O Power Driver board lamp matrix
validated
24
Navi
lamp.24-navi
I/O Power Driver board lamp matrix
validated
25
Unused lamp 25
lamp.25-unused-lamp-25
I/O Power Driver board lamp matrix
validated
26
Left four-bank arrow
lamp.26-left-four-bank-arrow
I/O Power Driver board lamp matrix
validated
27
AMP suit X
lamp.27-amp-suit-x
I/O Power Driver board lamp matrix
validated
28
Captive ball X
lamp.28-captive-ball-x
I/O Power Driver board lamp matrix
validated
30
AMP suit arrow
lamp.30-amp-suit-arrow
I/O Power Driver board lamp matrix
validated
31
Captive ball arrow
lamp.31-captive-ball-arrow
I/O Power Driver board lamp matrix
validated
32
Right orbit X
lamp.32-right-orbit-x
I/O Power Driver board lamp matrix
validated
33
Right loop arrow
lamp.33-right-loop-arrow
I/O Power Driver board lamp matrix
validated
34
Eywa
lamp.34-eywa
I/O Power Driver board lamp matrix
validated
35
AMP P
lamp.35-amp-p
I/O Power Driver board lamp matrix
validated
36
AMP M
lamp.36-amp-m
I/O Power Driver board lamp matrix
validated
37
AMP A
lamp.37-amp-a
I/O Power Driver board lamp matrix
validated
39
Left orbit X
lamp.39-left-orbit-x
I/O Power Driver board lamp matrix
validated
40
Left ramp X
lamp.40-left-ramp-x
I/O Power Driver board lamp matrix
validated
41
Left ramp arrow
lamp.41-left-ramp-arrow
I/O Power Driver board lamp matrix
validated
42
Left loop arrow
lamp.42-left-loop-arrow
I/O Power Driver board lamp matrix
validated
44
2X
lamp.44-2x
I/O Power Driver board lamp matrix
validated
45
4X
lamp.45-4x
I/O Power Driver board lamp matrix
validated
46
8X
lamp.46-8x
I/O Power Driver board lamp matrix
validated
47
Left ramp Banshee
lamp.47-left-ramp-banshee
I/O Power Driver board lamp matrix
validated
48
Light Unobtanium
lamp.48-light-unobtanium
I/O Power Driver board lamp matrix
validated
49
Center target arrow
lamp.49-center-target-arrow
I/O Power Driver board lamp matrix
validated
50
Center target X
lamp.50-center-target-x
I/O Power Driver board lamp matrix
validated
51
AMP suit arrow top
lamp.51-amp-suit-arrow-top
I/O Power Driver board lamp matrix
validated
52
Special
lamp.52-special
I/O Power Driver board lamp matrix
validated
53
AMP Multiball
lamp.53-amp-multiball
I/O Power Driver board lamp matrix
validated
54
Left top lane
lamp.54-left-top-lane
I/O Power Driver board lamp matrix
validated
55
Center top lane
lamp.55-center-top-lane
I/O Power Driver board lamp matrix
validated
56
Right top lane
lamp.56-right-top-lane
I/O Power Driver board lamp matrix
validated
57
Banshee
lamp.57-banshee
I/O Power Driver board lamp matrix
validated
59
AMP
lamp.59-amp
I/O Power Driver board lamp matrix
validated
60
Left pop bumper
lamp.60-left-pop-bumper
I/O Power Driver board lamp matrix
validated
61
Right pop bumper
lamp.61-right-pop-bumper
I/O Power Driver board lamp matrix
validated
62
Bottom pop bumper
lamp.62-bottom-pop-bumper
I/O Power Driver board lamp matrix
validated
63
Valkyrie
lamp.63-valkyrie
I/O Power Driver board lamp matrix
validated
64
Seeds
lamp.64-seeds
I/O Power Driver board lamp matrix
validated
65
Unused lamp matrix address 65
lamp.65-unused-lamp-matrix-address-65
I/O Power Driver board lamp matrix
validated
66
Unused lamp matrix address 66
lamp.66-unused-lamp-matrix-address-66
I/O Power Driver board lamp matrix
validated
67
Unused lamp matrix address 67
lamp.67-unused-lamp-matrix-address-67
I/O Power Driver board lamp matrix
validated
68
Unused lamp matrix address 68
lamp.68-unused-lamp-matrix-address-68
I/O Power Driver board lamp matrix
validated
69
Unused lamp matrix address 69
lamp.69-unused-lamp-matrix-address-69
I/O Power Driver board lamp matrix
validated
70
Unused lamp matrix address 70
lamp.70-unused-lamp-matrix-address-70
I/O Power Driver board lamp matrix
validated
71
Unused lamp matrix address 71
lamp.71-unused-lamp-matrix-address-71
I/O Power Driver board lamp matrix
validated
72
Unused lamp matrix address 72
lamp.72-unused-lamp-matrix-address-72
I/O Power Driver board lamp matrix
validated
73
Unused lamp matrix address 73
lamp.73-unused-lamp-matrix-address-73
I/O Power Driver board lamp matrix
validated
74
Unused lamp matrix address 74
lamp.74-unused-lamp-matrix-address-74
I/O Power Driver board lamp matrix
validated
75
Unused lamp matrix address 75
lamp.75-unused-lamp-matrix-address-75
I/O Power Driver board lamp matrix
validated
76
Unused lamp matrix address 76
lamp.76-unused-lamp-matrix-address-76
I/O Power Driver board lamp matrix
validated
77
Unused lamp matrix address 77
lamp.77-unused-lamp-matrix-address-77
I/O Power Driver board lamp matrix
validated
78
Unused lamp matrix address 78
lamp.78-unused-lamp-matrix-address-78
I/O Power Driver board lamp matrix
validated
79
Unused lamp matrix address 79
lamp.79-unused-lamp-matrix-address-79
I/O Power Driver board lamp matrix
validated
80
Unused lamp matrix address 80
lamp.80-unused-lamp-matrix-address-80
I/O Power Driver board lamp matrix
validated

General illumination

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

Virtual & other outputs

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

Configuration & other inputs

8 shown
# Name Device ID Evidence
1
CPU/Sound board DIP switch 1
Dip
switch.dip-1 validated
2
CPU/Sound board DIP switch 2
Dip
switch.dip-2 validated
3
CPU/Sound board DIP switch 3
Dip
switch.dip-3 validated
4
CPU/Sound board DIP switch 4
Dip
switch.dip-4 validated
5
CPU/Sound board DIP switch 5
Dip
switch.dip-5 validated
6
CPU/Sound board DIP switch 6
Dip
switch.dip-6 validated
7
CPU/Sound board DIP switch 7
Dip
switch.dip-7 validated
8
CPU/Sound board DIP switch 8
Dip
switch.dip-8 validated

Mechanisms

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

Manual shooter with auto launcher

mechanism.auto-launch

Kicker

The machine retains a manual plunger. Output 2 also launches a ball resting on shooter-lane switch 23 when the ROM requests an automatic serve.

AMP suit magnet

mechanism.amp-magnet

Other

Output 3 energizes the magnet near the AMP suit. The proven table uses a non-centering magnet, so magnetic force influences a nearby steel ball without teleporting it to the magnet center.

Motorized AMP three-target bank

mechanism.amp-three-bank

Motorized

Targets 42-44 move together. Switch 46 is fully raised and switch 45 fully lowered. The proven table moves from Z 25 to -24 in 25 steps and disables target collision while down. Exact LE service evidence starts at switch 46, finishes with output 5 active, and captures the DMD text MOVING TO SWITCH #45.

Link lockup lift and latch

mechanism.link-lock

Other

Switch 14 reports a ball at the Link lock. Output 6 raises the lock pins and output 7 releases or drops the latch. Recreate the physical barriers and ball retention; the associated Jake/Link cover animation is cosmetic.

Captive ball

mechanism.captive-ball

Toy

One captive ball travels within its constrained lane and pulses normally-closed switch 39 on impact. The proven table creates one captive ball, not two.

Shaker motor

mechanism.shaker

Toy

Output 8 drives the 16 VAC shaker. It is optional on Pro and factory-included on Limited Edition.

AMP suit marching legs

mechanism.amp-marching-legs

Toy

Outputs 4 and 12 independently pulse the right and left AMP suit legs. The two unsensed actuators create the advertised physical marching motion; recreate phase-coordinated alternating leg movement while treating exact cadence as author tuning because no proven LE VPX script captures it.

Motorized transporter pod

mechanism.transporter

Motorized

A single motor is polarity-reversed by output 14. Switch 47 is fully down and 48 fully up. Exact endpoint-initialized tests finish with output 14 inactive from 48/up and active from 47/down, establishing opposite relay states for travel toward 47/down and 48/up respectively. Endpoint switches stop travel; there is no second public motor output.

Ceramic Na'vi ball identification

mechanism.ceramic-ball

Other

The four-ball set contains three steel balls and one ceramic Na'vi ball. The shooter-lane rails close D8/public 72 for steel and remain open for ceramic; the ROM uses the ceramic result to start Na'vi double scoring. Preserve per-ball material identity through trough and drain handling so magnet and detector behavior remain coherent.

Recreation notes

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

Coverage
partial — normalized spatial placements pending.
Previously validated non-spatial scope
complete physical I/O inventory, PinMAME bindings, wiring, custom mechanism causality, variant boundary, and recreation behavior validated

Identity and evidence precedence

This definition covers avr_101h and avr_120h, the 250-unit Limited Edition/Premium physical machine identified as IPDB 5653, model I-00B6, released on 2010-12-02. The exact avr_120h ROM service tables and real-machine diagnostic dump establish LE-specific names. The exact known-working Pro VPX script is ground truth for shared controller behavior and mechanisms; no independently proven LE VPX table was found, so LE-only causality is additionally validated through exact-ROM service tests, owner/service documentation, and the physical edition record. The official manual controls common wiring and construction facts.

Four-ball set and ceramic Na'vi detection

The LE still uses four balls, not five: three steel balls and one ceramic Na'vi ball. Trough switches are 18-21, jam opto 22, up-kicker output 1, and shooter switch 23 with manual plunger plus auto-launch output 2. Two exposed metal rails at the bottom of the shooter lane are dedicated D8/public switch 72. A steel ball bridges and closes them; the nonconductive ceramic ball leaves them open, which tells the ROM to begin Na'vi double scoring. Preserve per-ball material identity through every drain, trough shift, and serve so detector and magnet response remain correct.

AMP three-bank, suit, magnet, and marching legs

The AMP bank moves targets 42-44 together between switch 46 up and 45 down under output 5. Exact diagnostics show output 5 asserted from 46 while moving toward 45; the proven table supplies the 25-step Z range and collision gating. The AMP suit uses motor 19 plus direction relay 13 between switch 58 up and 57 down. Starting at 58, the exact service test asserts 13 and 19 and reports movement toward 57. Magnet output 3 influences steel balls without centering them. LE adds unsensed right/left marching-leg actuators on outputs 4/12; alternate their pulses so the suit physically walks rather than treating them as lamps.

Motorized transporter pod

The transporter is a separate LE playfield mechanism, not the Link lock animation. One motor is driven through reversing relay output 14. Switch 47 is down and switch 48 up. Exact avr_120h service tests prove both directions: from 48/up, output 14 deasserts while moving toward 47/down; from 47/down, it asserts while moving toward 48/up. Endpoint switches stop travel. Build the pod's moving collision/cover geometry with a single reversible motor path; do not invent a second motor output or an auxiliary-board channel.

Switch 14 reports the Link lock. Output 6 raises its pins and output 7 controls the latch; this ball-retention mechanism is separate from transporter output 14. One captive ball uses inverted/normally-closed switch 39. LE adds left ramp entrance switch 41 before common ramp exit 52. Spinners are 9/40, orbits 10/35, flippers outputs 15/16 with public button/EOS pairs 84/83 and 82/81, pops 9/30, 10/31, 11/32, and slings 17/26, 18/27.

Lamps, flashers, and controller capacity

LE makes previously unused scoring inserts 20 and 44-46 physical and adds bottom-arch flashers on output 27. Manual PDF page 41 proves eight J13 lamp-column drives against ten J12 lamp returns; the JSON records both wires/pins for every matrix address. Output 8 is the factory-included shaker. Lamp 25 and 65-80 remain unused. Q20-23 and Q25-32 are flashers. The common scanned manual is Pro-only for Q4/Q12/Q14/Q27: its board schematic proves their Q/control pins but its coil chart leaves their power feeds blank, so the definition does not invent LE wire colours or voltages. PinMAME declares SAM_GAME_AUXSOL12, but exact diagnostics and physical evidence show no installed Avatar auxiliary controlled devices; public 51-66 are explicit unused emulator capacity. Synthetic game-on 33 has no coil, and legacy public queries 34-36 alias it rather than naming separate devices.

Author construction checklist

  • Build the typed four-ball trough, metal-rail shooter detector, manual/auto shooter, motorized AMP bank and suit, non-centering magnet, alternating marching legs, reversible transporter with both endpoints, Link lock/latch, captive ball, flippers, pops, slings, ramps/orbits, spinners, lanes, targets, shaker, and LE flashers/inserts.
  • Initialize switches 18-21, 46, 48, and 58 active. Keep ceramic material identity, switch 39 polarity, EOS polarity, motor endpoint exclusion, and moving collision geometry accurate.
  • Bind every matrix/dedicated/DIP input, Q1-Q32, game-on 33, explicit unused auxiliary 51-66, lamp 1-80, GI 0, and the DMD. Do not add a physical aux board or device merely because PinMAME reserves address capacity.
  • Use the proven Pro script for shared runtime behavior, exact LE service diagnostics for added mechanism direction/endpoints, and the manual/IPDB records for physical construction boundaries.

Spatial review status

The ordered table search found no exact LE VPX table. The two retained local candidates are Pro avr_200 tables. The partial definition retains only direct centers of named Pro playfield objects whose semantics reconcile to common LE devices; the source hashes and retained extraction object records are the reproducible anchors. The canonical space is normalized player view: x=0 left, x=1 right, y=0 rear/backglass end, and y=1 front/apron end.

Exact blockers are deliberately visible:

  • Inputs 8, 18-23, 26-27, 41-46, 47-48, 57-58, and 72 are explicit blockers. Their switch semantics and physical presence are retained, but the prior right-bank/slingshot/trough/AMP/transporter/detector points were manual, hidden, or LE-only projections without a reproducible named Pro anchor.
  • Outputs Q4, Q5, Q12-Q14, Q17-Q19, and Q27 are explicit blockers. Their physical devices and quantities remain documented, but marching-leg, AMP-bank, suit, slingshot, transporter, and bottom-arch coordinates are not asserted without exact LE/manual socket anchors.
  • Q20, Q22, Q23, Q25, Q26, and Q28-Q32 retain physical flasher quantities but no spatial records. Q22's Pro Light.f22 is explicitly a fantasy placement, and the other retained VPX flasher objects are not proven physical sockets.
  • Lamps 20 and 44-46 retain their LE physical inventory but no spatial records because the previous manual/IPDB/photo points were calibrated projections, not named Pro centers.
  • GI-0 retains its one controller channel but no physical quantity or coordinates. GIWhite is a table-wide render light, not a physical socket map. The DMD is explicitly controlled N/A because it is a cabinet display.

The exact ROM/service diagnostics, manual, IPDB record, and photo continue to establish LE-only semantics, quantities, and mechanism causality. They do not manufacture missing normalized coordinates.

Sources

  • manual.avatar-pro-le.2010: official Stern manual, SHA-256 afaed95b1b3406193a234a4afa579f15bc5bb3c4cd92859def4ad7b202fab04b; organized under the external Avatar manual cache.
  • service.avatar-le.real-machine-dmd-1.2: authenticated real-machine diagnostic archive SHA-256 9ed7b04692e5891305ae17f6f1685a2a95901b26bf987328e4d6769eafffc85b; decoded diagnostic stream SHA-256 d5334e30dc52cd989aee65188e47f514c09e87384b635d2b442fdce57481b7cf.
  • rom.avatar-le.avr-120h: exact LE ROM archive SHA-256 264a1ad74e2d247b212837951d9528910ee9b6a127a5eaaac51dcd6572344269; ROM bytes remain external.
  • runtime.avatar-le.boot-start: corrected callback-state evidence SHA-256 6d00f26380ed4c71b7a921a38fe241bf3a675e472be884c742ee35ac4e8f99e8.
  • Transporter, suit, and three-bank exact service-test hashes are recorded in the definition sources and mechanism-diagnostic evidence file.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
avr_120hAvatar Limited Edition (V1.2)
Firmware revision for the Limited Edition physical playfield.
2011identical
avr_101hAvatar Limited Edition (V1.01)
Firmware revision for the Limited Edition physical playfield.
2010avr_120hidentical

Parent set: avr_120h — clones share this definition unless a hardware difference is noted.

Evidence

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

  • Operator manual

    manual.avatar-pro-le.2010

    Official 55-page scanned Stern service manual; assemblies/gameplay pages 4-32, Pro coil chart PDF page 36, Q1-Q32 board wiring 37-38, GI 39, switch matrix 40, lamp matrix 41, cabinet wiring 42, and flippers 43. Page 41 explicitly labels J13 as eight lamp-column drives and J12 as ten lamp returns.

    by
    Stern Pinball, Inc.
    sha256
    afaed95b1b34…
  • VPX script

    vpx.avatar-pro-lw-vpumod-1.12

    Known-working exact avr_200 Pro script: switch callbacks, inverted captive-ball contact, lamps/GI, four-ball trough, magnet, AMP bank motion, suit motor, Link lock, and playfield collision causality

    by
    Table authors credited in the script; vpxtable_scripts contributors
    rev
    0c036bb61b4b
    sha256
    8fc8cb6ce0c0…
  • VPX table

    vpx-table.avatar-pro.vpuniverse-4755

    Authenticated VPU exact Pro table archive; extracted Avatar (Stern 2010).vpx SHA-256 1838f6fc52c3599dd57382999a2ff7200e38cf741f658c479037b614c51d307a and embedded script SHA-256 0fa91c9232c2eca200c1598c759bd7b1dee742ccc63fb0de87105a062de4b4bd

    by
    VPU upload and table authors credited on the linked page
    sha256
    8ddff84ad8f5…
  • PinMAME source

    BSD-3-Clause

    pinmame.core.4ec52ff0ac13

    src/wpc/sam.c Avatar INITGAME/driver family, SAM_GAME_AUXSOL12 transport, SAM public switch translation, synthetic game-on output, and 128x32 DMD

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • PinMAME catalog

    BSD-3-Clause

    pinmame.catalog.4ec52ff0ac13

    PinmameGetGames avr_ driver records and clone graph

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • ROM analysis

    rom.avatar-le.avr-120h

    Exact avr_120h localized service strings: full 64-switch, D1-D24, 80-lamp, and Q1-Q32 tables; ROM bytes remain external

    external:vpinmame-roms/avr_120h.zip
    by
    Analyzed locally from the user-authorized ROM corpus; ROM bytes remain external
    rev
    4ec52ff0ac13
    sha256
    264a1ad74e2d…
  • Human review

    ipdb.avatar-limited-edition.5653

    Physical identity, release record, and edition inventory for IPDB 5653

    by
    Internet Pinball Database
  • Runtime run

    runtime.avatar-le.boot-start

    Exact avr_120h boot/start scenario with the four-ball trough and common mechanism endpoints initialized, four coin pulses, start, 128x32x4 DMD artifacts, GI/lamp transitions, and callback-tracked game-on 33; the independently captured Pro and LE traces happen to observe the same lamp-address set; ROM archive SHA-256 264a1ad74e2d247b212837951d9528910ee9b6a127a5eaaac51dcd6572344269

    external:pinmame-game-code/avatar-limited-edition/harness/boot-start-v2/run.json
    by
    Generated locally with LibPinMAME from the user-authorized ROM corpus; ROM bytes remain external
    rev
    4ec52ff0ac13
    sha256
    6d00f26380ed…
  • Service diagnostic

    service.avatar-le.real-machine-dmd-1.2

    Authenticated real-machine Avatar Premium/LE 1.2 DMD diagnostic dump; decoded diagnostic stream SHA-256 d5334e30dc52cd989aee65188e47f514c09e87384b635d2b442fdce57481b7cf proves LE switch/output names

    by
    VPU uploader and the real-machine dump author credited on the linked page
    sha256
    9ed7b04692e5…
  • Human review

    human-review.avatar-le-ceramic-detector

    Owner/service discussion identifies the two metal prongs at the bottom of the shooter lane as the metal-ball detector: steel bridges them, ceramic does not, and ceramic starts double scoring

    by
    Pinside contributors
  • Runtime run

    diagnostic.avatar-le.transporter-up-to-down

    Exact avr_120h service test from switch 48/up toward switch 47/down; output 14 deasserts and DMD reports the target endpoint

    external:pinmame-game-code/avatar-limited-edition/harness/service-nav-11/run.json
    by
    Generated locally with LibPinMAME; ROM bytes remain external
    rev
    4ec52ff0ac13
    sha256
    77ba0cab5d2c…
  • Runtime run

    diagnostic.avatar-le.transporter-down-to-up

    Exact avr_120h service test from switch 47/down toward switch 48/up; output 14 asserts and DMD reports the target endpoint

    external:pinmame-game-code/avatar-limited-edition/harness/service-nav-12/run.json
    by
    Generated locally with LibPinMAME; ROM bytes remain external
    rev
    4ec52ff0ac13
    sha256
    761ba656664c…
  • Runtime run

    diagnostic.avatar-le.amp-suit-motor

    Exact avr_120h service test identifies switches 58/57 and asserts direction relay 13 plus motor 19 while moving from up toward down

    external:pinmame-game-code/avatar-limited-edition/harness/amp-suit-motor-test/run.json
    by
    Generated locally with LibPinMAME; ROM bytes remain external
    rev
    4ec52ff0ac13
    sha256
    0dc74feaa609…
  • Runtime run

    diagnostic.avatar-le.three-bank-motor

    Exact avr_120h service test identifies switches 46/45 and asserts output 5 while moving from raised toward lowered

    external:pinmame-game-code/avatar-limited-edition/harness/three-bank-motor-test/run.json
    by
    Generated locally with LibPinMAME; ROM bytes remain external
    rev
    4ec52ff0ac13
    sha256
    b5e62835a39a…
  • VPX table

    vpx-table.avatar-pro.local-archive-2020

    Exact retained local archive candidate; 177713152 bytes; vpxtool v0.33.3 extraction retained externally. Embedded controller script is Pro avr_200. Only directly named Pro playfield objects whose semantics reconcile to a common LE device are accepted; their extracted bounds, object names, and centers are the reproducible anchor record. No trough, hidden, LE-only, or render-helper point is accepted.

    external:pinmame-vpx-sources/stern/avatar-limited-edition-2010/archive-local/Avatar.vpx
    by
    Local authorized VPX inventory
    sha256
    aaff98143747…
  • VPX table

    vpx-table.avatar-pro.local-primary-2020

    Exact retained local primary candidate; 60641280 bytes; vpxtool v0.33.3 extraction retained externally. Embedded controller script is Pro avr_200. Only directly named Pro playfield objects whose semantics reconcile to a common LE device are accepted; their extracted bounds, object names, and centers are the reproducible anchor record. No LE-only actuator, hidden projection, or render-helper point is accepted.

    external:pinmame-vpx-sources/stern/avatar-limited-edition-2010/primary-local/avatar 080116a mod 1.19.vpx
    by
    Local authorized VPX inventory
    sha256
    0ec4b08799eb…
  • Human review

    photo.avatar-le.playfield-vendor

    Retained vendor-hosted Avatar LE playfield photo used to verify the LE transporter-cover and LE-only assembly regions; photo is a visual reference, not a VPX geometry source.

    external:pinmame-review-artifacts/stern/avatar-limited-edition-2010/physical-references/avatar-le-spielfeld99.jpg
    by
    Pinball Universe product photography
    sha256
    cf8c494c797d…

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.

Other editions

Avatar shipped in 2 editions with different playfields. Compare what each one actually has before building against this definition.

All 2 editions of Avatar, side by side

Same platform