The Avengers Limited Edition

Partial

Stern2012SAMstern.avengers-limited-edition.2012 1 of 2 editions

1 unresolved conflict

  • The official LE physical switch-location drawing marks the disputed upper-right-orbit coordinate as switch 61, while the same manual's switch matrix grid identifies switch 58 as RIGHT ORBIT and the known-working LE VPX script drives sw58 without a sw61 handler. The address mapping cannot be reconciled without guessing, so both spatial placements and the unused classification for 61 are withheld. inputs[pinmame.input.switch:58|61]

Wire it up

what an authoring tool needs first
Bind this ROM
avs_170h

4 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
1–58 (41)
Lamps
1–80 (80)
GI
0–0 (1)
DIP
1–8 (8)

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

Cabinet & flipper inputs
15cabinet.tournament-start16cabinet.start65cabinet.coin.left66cabinet.coin.middle67cabinet.coin.right68cabinet.coin.aux69cabinet.coin.fifth84cabinet.flipper.left-button82cabinet.flipper.right-button-7cabinet.tilt-6cabinet.slam-tilt-5cabinet.ticket-notch1cabinet.dip-switch2cabinet.dip-switch

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

68 placements · 13 stacked · normalised player view · outline is nominal

1 (T)HOR drop target22 T(H)OR drop target · 6 Left 4-bank drop reset3 TH(O)R drop target4 THO(R) drop target7 Tesseract standup #110 Left top lane11 Center top lane12 Right top lane13 Tesseract standup #314 Tesseract standup #224 Left outlane25 Left return lane326 Left slingshot · 13 Left slingshot · 20 Slingshot flashers327 Right slingshot · 14 Right slingshot · 20 Slingshot flashers28 Right return lane29 Right outlane330 Left pop bumper · 9 Left pop bumper · 11 Bottom pop bumper231 Right pop bumper · 10 Right pop bumper32 Bottom pop bumper33 Left inner loop34 Shield target35 Right 2-bank target top36 Right 2-bank target bottom741 Hulk wheel opto #1 · 42 Hulk wheel opto #2 · 3 Hulk counterclockwise · 4 Hulk clockwise · 21 Hulk flasher · 54 Hulk magnet · 56 Hulk arms43 Left ramp exit44 Center spinner345 Tesseract wheel #1 · 46 Tesseract wheel #2 · 26 Tesseract flasher247 Left orbit · 7 Left orbit control gate48 Right ramp exit49 Loki lock 1 bottom250 Loki lock 2 · 12 Loki lockup51 Loki lock 352 (H)ULK drop target53 H(U)LK drop target254 HU(L)K drop target · 51 Center 4-bank drop reset55 HUL(K) drop target57 Hulk platter262 Hulk eject · 5 Hulk eject63 Hulk target283 Left flipper end-of-stroke · 15 Left flipper281 Right flipper end-of-stroke · 16 Right flipper1 Trough up-kicker18 Left-side flasher19 Right-side flasher25 Pop-bumper flasher57 Right orbit control gate

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
  • sensorsenses the ball43
  • effectmoves the ball18
  • emitterlights the playfield7
  • nStackseveral devices in one spot13
67 devices shown

Not on the playfield26 cabinet or service, 22 unused, 8 dip switch, 4 internal nonvisual, 1 virtual — 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.pendulum-tilt
cabinet.tilt
validated
-6
Slam tiltNC
Tilt
switch.slam-tilt
cabinet.slam-tilt
validated
-5
Ticket notchopt
Microswitch
switch.ticket-notch
cabinet.ticket-notch
validated
-4
Unused dedicated switch D20
switch.unused-dedicated-switch-d20
unused
validated
-3
Coin-door Back button
Button
switch.coin-door-back-button
service.back
validated
-2
Coin-door Minus button
Button
switch.coin-door-minus-button
service.down
validated
-1
Coin-door Plus button
Button
switch.coin-door-plus-button
service.up
validated
0
Coin-door Select button
Button
switch.coin-door-select-button
service.enter
validated
1
(T)HOR drop target
Microswitch
switch.t-hor-drop-target
J1-P1GRN-BRN
J6-P9WHT-BRN
CPU/Sound board
validated
2
T(H)OR drop target
Microswitch
switch.t-h-or-drop-target
J1-P1GRN-BRN
J6-P8WHT-RED
CPU/Sound board
validated
3
TH(O)R drop target
Microswitch
switch.th-o-r-drop-target
J1-P1GRN-BRN
J6-P7WHT-ORG
CPU/Sound board
validated
4
THO(R) drop target
Microswitch
switch.tho-r-drop-target
J1-P1GRN-BRN
J6-P6WHT-YEL
CPU/Sound board
validated
5
Unused matrix switch 5
switch.unused-matrix-switch-5
unused
J1-P1GRN-BRN
J6-P5WHT-GRN
CPU/Sound board
validated
6
Unused matrix switch 6
switch.unused-matrix-switch-6
unused
J1-P1GRN-BRN
J6-P3WHT-BLU
CPU/Sound board
validated
7
Tesseract standup #1
Microswitch
switch.tesseract-standup-1
J1-P1GRN-BRN
J6-P2WHT-VIO
CPU/Sound board
validated
8
Bridge motor down
Microswitch
switch.bridge-motor-down
J1-P1GRN-BRN
J6-P1WHT-GRY
CPU/Sound board
validated
9
Bridge motor up
Microswitch
switch.bridge-motor-up
J1-P1GRN-BRN
J12-P9TAN-BLK
CPU/Sound board
validated
10
Left top lane
Microswitch
switch.left-top-lane
J1-P1GRN-BRN
J12-P8TAN-RED
CPU/Sound board
validated
11
Center top lane
Microswitch
switch.center-top-lane
J1-P1GRN-BRN
J12-P7TAN-ORG
CPU/Sound board
validated
12
Right top lane
Microswitch
switch.right-top-lane
J1-P1GRN-BRN
J12-P6TAN-YEL
CPU/Sound board
validated
13
Tesseract standup #3
Microswitch
switch.tesseract-standup-3
J1-P1GRN-BRN
J12-P4TAN-GRN
CPU/Sound board
validated
14
Tesseract standup #2
Microswitch
switch.tesseract-standup-2
J1-P1GRN-BRN
J12-P3TAN-BLU
CPU/Sound board
validated
15
Tournament start
Button
switch.tournament-start
cabinet.tournament-start
J1-P1GRN-BRN
J12-P2TAN-VIO
CPU/Sound board
validated
16
Start
Button
switch.start
cabinet.start
J1-P1GRN-BRN
J12-P1TAN-WHT
CPU/Sound board
validated
17
Trough #6 left
Microswitch
switch.trough-6-left
J1-P3GRN-RED
J6-P9WHT-BRN
CPU/Sound board
validated
18
Trough #5
Microswitch
switch.trough-5
J1-P3GRN-RED
J6-P8WHT-RED
CPU/Sound board
validated
19
Trough #4
Microswitch
switch.trough-4
J1-P3GRN-RED
J6-P7WHT-ORG
CPU/Sound board
validated
20
Trough #3
Microswitch
switch.trough-3
J1-P3GRN-RED
J6-P6WHT-YEL
CPU/Sound board
validated
21
Trough #2
Microswitch
switch.trough-2
J1-P3GRN-RED
J6-P5WHT-GRN
CPU/Sound board
validated
22
Trough #1 right
Microswitch
switch.trough-1-right
J1-P3GRN-RED
J6-P3WHT-BLU
CPU/Sound board
validated
23
Trough jam
Microswitch
switch.trough-jam
J1-P3GRN-RED
J6-P2WHT-VIO
CPU/Sound board
validated
24
Left outlane
Microswitch
switch.left-outlane
J1-P3GRN-RED
J6-P1WHT-GRY
CPU/Sound board
validated
25
Left return lane
Microswitch
switch.left-return-lane
J1-P3GRN-RED
J12-P9TAN-BLK
CPU/Sound board
validated
26
Left slingshot
Leaf
switch.left-slingshot
J1-P3GRN-RED
J12-P8TAN-RED
CPU/Sound board
validated
27
Right slingshot
Leaf
switch.right-slingshot
J1-P3GRN-RED
J12-P7TAN-ORG
CPU/Sound board
validated
28
Right return lane
Microswitch
switch.right-return-lane
J1-P3GRN-RED
J12-P6TAN-YEL
CPU/Sound board
validated
29
Right outlane
Microswitch
switch.right-outlane
J1-P3GRN-RED
J12-P4TAN-GRN
CPU/Sound board
validated
30
Left pop bumper
Leaf
switch.left-pop-bumper
J1-P3GRN-RED
J12-P3TAN-BLU
CPU/Sound board
validated
31
Right pop bumper
Leaf
switch.right-pop-bumper
J1-P3GRN-RED
J12-P2TAN-VIO
CPU/Sound board
validated
32
Bottom pop bumper
Leaf
switch.bottom-pop-bumper
J1-P3GRN-RED
J12-P1TAN-WHT
CPU/Sound board
validated
33
Left inner loop
Microswitch
switch.left-inner-loop
J1-P4GRN-ORG
J6-P9WHT-BRN
CPU/Sound board
validated
34
Shield target
Microswitch
switch.shield-target
J1-P4GRN-ORG
J6-P8WHT-RED
CPU/Sound board
validated
35
Right 2-bank target top
Microswitch
switch.right-2-bank-target-top
J1-P4GRN-ORG
J6-P7WHT-ORG
CPU/Sound board
validated
36
Right 2-bank target bottom
Microswitch
switch.right-2-bank-target-bottom
J1-P4GRN-ORG
J6-P6WHT-YEL
CPU/Sound board
validated
37
Unused matrix switch 37
switch.unused-matrix-switch-37
unused
J1-P4GRN-ORG
J6-P5WHT-GRN
CPU/Sound board
validated
38
Unused matrix switch 38
switch.unused-matrix-switch-38
unused
J1-P4GRN-ORG
J6-P3WHT-BLU
CPU/Sound board
validated
39
Unused matrix switch 39
switch.unused-matrix-switch-39
unused
J1-P4GRN-ORG
J6-P2WHT-VIO
CPU/Sound board
validated
40
Unused matrix switch 40
switch.unused-matrix-switch-40
unused
J1-P4GRN-ORG
J6-P1WHT-GRY
CPU/Sound board
validated
41
Hulk wheel opto #1
Opto
switch.hulk-wheel-opto-1
J1-P4GRN-ORG
J12-P9TAN-BLK
CPU/Sound board
validated
42
Hulk wheel opto #2
Opto
switch.hulk-wheel-opto-2
J1-P4GRN-ORG
J12-P8TAN-RED
CPU/Sound board
validated
43
Left ramp exit
Microswitch
switch.left-ramp-exit
J1-P4GRN-ORG
J12-P7TAN-ORG
CPU/Sound board
validated
44
Center spinner
Other
switch.center-spinner
J1-P4GRN-ORG
J12-P6TAN-YEL
CPU/Sound board
validated
45
Tesseract wheel #1
Opto
switch.tesseract-wheel-1
J1-P4GRN-ORG
J12-P4TAN-GRN
CPU/Sound board
validated
46
Tesseract wheel #2
Opto
switch.tesseract-wheel-2
J1-P4GRN-ORG
J12-P3TAN-BLU
CPU/Sound board
validated
47
Left orbit
Microswitch
switch.left-orbit
J1-P4GRN-ORG
J12-P2TAN-VIO
CPU/Sound board
validated
48
Right ramp exit
Microswitch
switch.right-ramp-exit
J1-P4GRN-ORG
J12-P1TAN-WHT
CPU/Sound board
validated
49
Loki lock 1 bottomNC
Opto
switch.loki-lock-1-bottom
J1-P5GRN-YEL
J6-P9WHT-BRN
CPU/Sound board
validated
50
Loki lock 2NC
Opto
switch.loki-lock-2
J1-P5GRN-YEL
J6-P8WHT-RED
CPU/Sound board
validated
51
Loki lock 3NC
Opto
switch.loki-lock-3
J1-P5GRN-YEL
J6-P7WHT-ORG
CPU/Sound board
validated
52
(H)ULK drop target
Microswitch
switch.h-ulk-drop-target
J1-P5GRN-YEL
J6-P6WHT-YEL
CPU/Sound board
validated
53
H(U)LK drop target
Microswitch
switch.h-u-lk-drop-target
J1-P5GRN-YEL
J6-P5WHT-GRN
CPU/Sound board
validated
54
HU(L)K drop target
Microswitch
switch.hu-l-k-drop-target
J1-P5GRN-YEL
J6-P3WHT-BLU
CPU/Sound board
validated
55
HUL(K) drop target
Microswitch
switch.hul-k-drop-target
J1-P5GRN-YEL
J6-P2WHT-VIO
CPU/Sound board
validated
56
Unused matrix switch 56
switch.unused-matrix-switch-56
unused
J1-P5GRN-YEL
J6-P1WHT-GRY
CPU/Sound board
validated
57
Hulk platter
Microswitch
switch.hulk-platter
J1-P5GRN-YEL
J12-P9TAN-BLK
CPU/Sound board
validated
58
Right orbit
Microswitch
switch.right-orbit
J1-P5GRN-YEL
J12-P8TAN-RED
CPU/Sound board
conflicted
59
Unused matrix switch 59
switch.unused-matrix-switch-59
unused
J1-P5GRN-YEL
J12-P7TAN-ORG
CPU/Sound board
validated
60
Unused matrix switch 60
switch.unused-matrix-switch-60
unused
J1-P5GRN-YEL
J12-P6TAN-YEL
CPU/Sound board
validated
61
Unresolved upper-right orbit address
switch.unresolved-upper-right-orbit-address
J1-P5GRN-YEL
J12-P4TAN-GRN
CPU/Sound board
conflicted
62
Hulk eject
Microswitch
switch.hulk-eject
J1-P5GRN-YEL
J12-P3TAN-BLU
CPU/Sound board
validated
63
Hulk target
Microswitch
switch.hulk-target
J1-P5GRN-YEL
J12-P2TAN-VIO
CPU/Sound board
validated
64
Unused matrix switch 64
switch.unused-matrix-switch-64
unused
J1-P5GRN-YEL
J12-P1TAN-WHT
CPU/Sound board
validated
65
Left coin chute
Button
switch.left-coin-chute
cabinet.coin.left
validated
66
Center coin chute
Button
switch.center-coin-chute
cabinet.coin.middle
validated
67
Right coin chute
Button
switch.right-coin-chute
cabinet.coin.right
validated
68
Fourth coin chute
Button
switch.fourth-coin-chute
cabinet.coin.aux
validated
69
Fifth coin chuteopt
Button
switch.fifth-coin-chute
cabinet.coin.fifth
validated
70
Unused dedicated switch D6
switch.unused-dedicated-switch-d6
unused
validated
71
Unused dedicated switch D7
switch.unused-dedicated-switch-d7
unused
validated
72
Unused dedicated switch D8
switch.unused-dedicated-switch-d8
unused
validated
81
Right flipper end-of-strokeNC
Leaf
switch.right-flipper-end-of-stroke
validated
82
Right flipper button
Button
switch.right-flipper-button
cabinet.flipper.right-button
validated
83
Left flipper end-of-strokeNC
Leaf
switch.left-flipper-end-of-stroke
validated
84
Left flipper button
Button
switch.left-flipper-button
cabinet.flipper.left-button
validated
85
Unused dedicated switch D16
switch.unused-dedicated-switch-d16
unused
validated
86
Shooter lane
Microswitch
switch.shooter-lane
validated
87
Unused dedicated switch D14
switch.unused-dedicated-switch-d14
unused
validated
88
Unused dedicated switch D13
switch.unused-dedicated-switch-d13
unused
validated

Controlled devices

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

Coils, magnets & motors

28
28 shown
# Name Device ID Kind Role Wiring Evidence
1
Trough up-kicker
device.trough-up-kicker Coil
Q1BRN-BLK
I/O Power Driver board
validated
2
Auto launch
device.auto-launch Coil
Q2BRN-RED
I/O Power Driver board
validated
3
Hulk counterclockwise
device.hulk-counterclockwise Motor
Q3BRN-ORG
I/O Power Driver board
validated
4
Hulk clockwise
device.hulk-clockwise Motor
Q4BRN-YEL
I/O Power Driver board
validated
5
Hulk eject
device.hulk-eject Coil
Q5BRN-GRN
I/O Power Driver board
validated
6
Left 4-bank drop reset
device.left-4-bank-drop-reset Coil
Q6BRN-BLU
I/O Power Driver board
validated
7
Left orbit control gate
device.left-orbit-control-gate Coil
Q7BRN-VIO
I/O Power Driver board
validated
8
Shaker motoropt
device.shaker-motor Motor
cabinet.shaker
Q8BRN-GRY
I/O Power Driver board
validated
9
Left pop bumper
device.left-pop-bumper Coil
Q9BLU-BRN
I/O Power Driver board
validated
10
Right pop bumper
device.right-pop-bumper Coil
Q10BLU-RED
I/O Power Driver board
validated
11
Bottom pop bumper
device.bottom-pop-bumper Coil
Q11BLU-ORG
I/O Power Driver board
validated
12
Loki lockup
device.loki-lockup Coil
Q12BLU-YEL
I/O Power Driver board
validated
13
Left slingshot
device.left-slingshot Coil
Q13BLU-GRN
I/O Power Driver board
validated
14
Right slingshot
device.right-slingshot Coil
Q14BLU-BLU
I/O Power Driver board
validated
15
Left flipper
device.left-flipper Coil
Q15ORG-GRY
I/O Power Driver board
validated
16
Right flipper
device.right-flipper Coil
Q16ORG-VIO
I/O Power Driver board
validated
17
Blue GI LED relay
device.blue-gi-led-relay Relay
internal.gi-relay
Q17VIO-BRN
I/O Power Driver board
validated
22
Bridge motor
device.bridge-motor Motor
Q22VIO-BLU
I/O Power Driver board
validated
23
Bridge motor relay
device.bridge-motor-relay Relay
internal.bridge-relay
Q23VIO-BLK
I/O Power Driver board
validated
24
Coin meteropt
device.coin-meter Coil
cabinet.coin-meter
Q24VIO-GRY
I/O Power Driver board
validated
51
Center 4-bank drop reset
device.center-4-bank-drop-reset Coil
Q1ORG-GRY
520-5325-00 eight-transistor auxiliary driver board
validated
52
Right ramp control gate
device.right-ramp-control-gate Coil
Q2ORG-RED
520-5325-00 eight-transistor auxiliary driver board
validated
53
Left ramp control gate
device.left-ramp-control-gate Coil
Q3ORG-BLU
520-5325-00 eight-transistor auxiliary driver board
validated
54
Hulk magnet
device.hulk-magnet Magnet
Q4ORG-BRN
520-5325-00 eight-transistor auxiliary driver board
validated
55
Green GI LED relay
device.green-gi-led-relay Relay
internal.gi-relay
Q5ORG-GRN
520-5325-00 eight-transistor auxiliary driver board
validated
56
Hulk arms
device.hulk-arms Motor
Q6ORG-BLK
520-5325-00 eight-transistor auxiliary driver board
validated
57
Right orbit control gate
device.right-orbit-control-gate Coil
Q7ORG-VIO
520-5325-00 eight-transistor auxiliary driver board
validated
58
Red GI LED relay
device.red-gi-led-relay Relay
internal.gi-relay
Q8ORG-YEL
520-5325-00 eight-transistor auxiliary driver board
validated

Flashers

12
12 shown
# Name Device ID Role Wiring Evidence
18
Left-side flasher
device.left-side-flasher
Q18VIO-RED
I/O Power Driver board
validated
19
Right-side flasher
device.right-side-flasher
Q19VIO-ORG
I/O Power Driver board
validated
20
Slingshot flashers
device.slingshot-flashers
Q20VIO-WHT
I/O Power Driver board
validated
21
Hulk flasher
device.hulk-flasher
Q21VIO-GRN
I/O Power Driver board
validated
25
Pop-bumper flasher
device.pop-bumper-flasher
Q25BLK-BRN
I/O Power Driver board
validated
26
Tesseract flasher
device.tesseract-flasher
Q26BLK-RED
I/O Power Driver board
validated
27
Backpanel left flasher
device.backpanel-left-flasher
cabinet.rear-panel-flasher
Q27BLK-ORG
I/O Power Driver board
validated
28
Backpanel flasher #2
device.backpanel-flasher-2
cabinet.rear-panel-flasher
Q28BLK-YEL
I/O Power Driver board
validated
29
Backpanel flasher #3
device.backpanel-flasher-3
cabinet.rear-panel-flasher
Q29BLK-GRN
I/O Power Driver board
validated
30
Backpanel flasher #4
device.backpanel-flasher-4
cabinet.rear-panel-flasher
Q30BLK-BLU
I/O Power Driver board
validated
31
Backpanel flasher #5
device.backpanel-flasher-5
cabinet.rear-panel-flasher
Q31BLK-VIO
I/O Power Driver board
validated
32
Backpanel right flasher
device.backpanel-right-flasher
cabinet.rear-panel-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
THO(R)
lamp.tho-r
I/O Power Driver board
validated
2
TH(O)R
lamp.th-o-r
I/O Power Driver board
validated
3
T(H)OR
lamp.t-h-or
I/O Power Driver board
validated
4
(T)HOR
lamp.t-hor
I/O Power Driver board
validated
5
Captain America
lamp.captain-america
I/O Power Driver board
validated
6
Thor
lamp.thor
I/O Power Driver board
validated
7
Hawkeye
lamp.hawkeye
I/O Power Driver board
validated
8
Hulk
lamp.hulk
I/O Power Driver board
validated
9
Black Widow
lamp.black-widow
I/O Power Driver board
validated
10
Iron Man
lamp.iron-man
I/O Power Driver board
validated
11
Tesseract standup
lamp.tesseract-standup
I/O Power Driver board
validated
12
Left inner loop red
lamp.left-inner-loop-red
I/O Power Driver board
validated
13
Unused lamp 13
lamp.unused-13
unused
I/O Power Driver board
validated
14
Left return lane
lamp.left-return-lane
I/O Power Driver board
validated
15
Left outlane
lamp.left-outlane
I/O Power Driver board
validated
16
Shoot again
lamp.shoot-again
I/O Power Driver board
validated
17
Captain America #1 bottom
lamp.captain-america-1-bottom
I/O Power Driver board
validated
18
Captain America #2
lamp.captain-america-2
I/O Power Driver board
validated
19
Captain America #3
lamp.captain-america-3
I/O Power Driver board
validated
20
Captain America #4
lamp.captain-america-4
I/O Power Driver board
validated
21
Hulk target arrow
lamp.hulk-target-arrow
I/O Power Driver board
validated
22
Special
lamp.special
I/O Power Driver board
validated
23
Left orbit purple
lamp.left-orbit-purple
I/O Power Driver board
validated
24
Hawkeye #4
lamp.hawkeye-4
I/O Power Driver board
validated
25
Hawkeye #3
lamp.hawkeye-3
I/O Power Driver board
validated
26
Hawkeye #2
lamp.hawkeye-2
I/O Power Driver board
validated
27
Hawkeye #1 bottom
lamp.hawkeye-1-bottom
I/O Power Driver board
validated
28
Black Widow #4
lamp.black-widow-4
I/O Power Driver board
validated
29
Black Widow #3
lamp.black-widow-3
I/O Power Driver board
validated
30
Black Widow #2
lamp.black-widow-2
I/O Power Driver board
validated
31
Left ramp red
lamp.left-ramp-red
I/O Power Driver board
validated
32
Black Widow #1 bottom
lamp.black-widow-1-bottom
I/O Power Driver board
validated
33
HUL(K)
lamp.hul-k
I/O Power Driver board
validated
34
HU(L)K
lamp.hu-l-k
I/O Power Driver board
validated
35
H(U)LK
lamp.h-u-lk
I/O Power Driver board
validated
36
(H)ULK
lamp.h-ulk
I/O Power Driver board
validated
37
Extra ball
lamp.extra-ball
I/O Power Driver board
validated
38
Tesseract standup left
lamp.tesseract-standup-left
I/O Power Driver board
validated
39
Tesseract standup right
lamp.tesseract-standup-right
I/O Power Driver board
validated
40
Right 2-bank target top
lamp.right-2-bank-target-top
I/O Power Driver board
validated
41
Right 2-bank target bottom
lamp.right-2-bank-target-bottom
I/O Power Driver board
validated
42
Right return lane
lamp.right-return-lane
I/O Power Driver board
validated
43
Right outlane
lamp.right-outlane
I/O Power Driver board
validated
44
Left ramp green
lamp.left-ramp-green
I/O Power Driver board
validated
45
Lock 3
lamp.lock-3
I/O Power Driver board
validated
46
Lock 2
lamp.lock-2
I/O Power Driver board
validated
47
Lock 1
lamp.lock-1
I/O Power Driver board
validated
48
Hulk eject green
lamp.hulk-eject-green
I/O Power Driver board
validated
49
(C)OSMIC
lamp.c-osmic
I/O Power Driver board
validated
50
C(O)SMIC
lamp.c-o-smic
I/O Power Driver board
validated
51
CO(S)MIC
lamp.co-s-mic
I/O Power Driver board
validated
52
COS(M)IC
lamp.cos-m-ic
I/O Power Driver board
validated
53
COSM(I)C
lamp.cosm-i-c
I/O Power Driver board
validated
54
COSMI(C)
lamp.cosmi-c
I/O Power Driver board
validated
55
Start button
lamp.start-button
cabinet.start-or-tournament
I/O Power Driver board
validated
56
Tournament start
lamp.tournament-start
cabinet.start-or-tournament
I/O Power Driver board
validated
57
Tesseract #1
lamp.tesseract-1
I/O Power Driver board
validated
58
Tesseract #2
lamp.tesseract-2
I/O Power Driver board
validated
59
Tesseract #3
lamp.tesseract-3
I/O Power Driver board
validated
60
Tesseract #4
lamp.tesseract-4
I/O Power Driver board
validated
61
Tesseract #5
lamp.tesseract-5
I/O Power Driver board
validated
62
Bottom pop bumper
lamp.bottom-pop-bumper
I/O Power Driver board
validated
63
Left pop bumper
lamp.left-pop-bumper
I/O Power Driver board
validated
64
Right pop bumper
lamp.right-pop-bumper
I/O Power Driver board
validated
65
Iron Man #1 bottom
lamp.iron-man-1-bottom
I/O Power Driver board
validated
66
Iron Man #2
lamp.iron-man-2
I/O Power Driver board
validated
67
Iron Man #3
lamp.iron-man-3
I/O Power Driver board
validated
68
Iron Man #4
lamp.iron-man-4
I/O Power Driver board
validated
69
Unused lamp 69
lamp.unused-69
unused
I/O Power Driver board
validated
70
Unused lamp 70
lamp.unused-70
unused
I/O Power Driver board
validated
71
Unused lamp 71
lamp.unused-71
unused
I/O Power Driver board
validated
72
Top lane Hulk
lamp.top-lane-hulk
I/O Power Driver board
validated
73
Top lane Iron Man
lamp.top-lane-iron-man
I/O Power Driver board
validated
74
Top lane Thor
lamp.top-lane-thor
I/O Power Driver board
validated
75
Top lane Captain America
lamp.top-lane-captain-america
I/O Power Driver board
validated
76
Top lane Black Widow
lamp.top-lane-black-widow
I/O Power Driver board
validated
77
Top lane Hawkeye
lamp.top-lane-hawkeye
I/O Power Driver board
validated
78
Shield Agent
lamp.shield-agent
I/O Power Driver board
validated
79
Unused lamp 79
lamp.unused-79
unused
I/O Power Driver board
validated
80
Right orbit red
lamp.right-orbit-red
I/O Power Driver board
validated

General illumination

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

Virtual & other outputs

1
1 shown
# Name Device ID Role Evidence
33
PinMAME SAM game-on state
virtual.game-on
virtual
validated

Configuration & other inputs

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

Mechanisms

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

Auto launcher

mechanism.auto-launcher

Kicker

Output 2 fires a ball at dedicated D15/public 86. The working script uses a 0.6-second impulse and power 62 with 0.3 randomness as a proven baseline.

Hulk eject

mechanism.hulk-eject

Kicker

A ball rests on switch 62 until output 5 ejects it. The working script uses angle 25, force 16, and route variance.

Drives
Senses

Hulk arm lift

mechanism.hulk-arms

Motorized

Public auxiliary output 56, physical driver 46 raises the Hulk arms while active and lowers them when released. The table animation moves from roughly 130 to 200 degrees in two-degree timer steps.

Drives

Hulk platter magnet

mechanism.hulk-magnet

Other

Switch 57 reports a ball on the Hulk platter. Public auxiliary output 54, physical driver 44 energizes the magnet; the working table uses radius 16 and does not force the ball to center.

Inertial Tesseract spinner

mechanism.tesseract-spinner

Rotary

The playfield ball physically spins the Tesseract; it has no controller motor. Opposed optos 45 and 46 pulse as the inertial wheel crosses their positions. Preserve free rotation, collision-derived angular velocity, and gradual drag.

Motorized bridge

mechanism.bridge

Diverter

The bridge has down switch 8 and up switch 9. Output 22 supplies the motor and relay output 23 selects motion state; the working script treats 23 active as down (8 active, 9 clear) and inactive as up (8 clear, 9 active). Implement limit-switch cutoff in both directions.

RGB GI LED relay bank

mechanism.rgb-gi-relays

Other

GI public address 0 is the common illumination channel. Main output 17 and auxiliary public outputs 55/58 switch the blue, green, and red 112-5033 LED supply rails shown on the LE GI location map. Keep the three relay channels distinct even if a table renderer also exposes a combined GI brightness.

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 Limited Edition I/O, wiring, mechanisms, lighting, initial state, and controller bindings validated; spatial evidence is partial

Identity and evidence precedence

This definition covers avs_120h, avs_140h, avs_170h, and avs_170hc. The h family is the physical Limited Edition; the colored hc ROM does not change hardware. The known-working JP Salas LE script is ground truth for PinMAME addresses, callbacks, initial state, ball routing, and mechanism causality. The official Stern LE manual governs physical inventory, service numbers, coil specifications, wiring, assembly construction, and location maps. The isolated exact-ROM run validates the native 128x32 four-bit DMD, public GI 0, conventional lamp callback range, and runtime availability without redistributing ROM content.

Six-ball trough and launcher

The LE has six balls on trough switches 17-22 and jam switch 23. Initialize all six position switches active and jam clear; output 1 ejects from the right end and the table pulses jam during transfer. The shooter lane is dedicated D15/public switch 86, not matrix 23. Output 2 auto-launches with a proven 0.6-second impulse, power 62, and 0.3 randomness.

Two drop banks

The left THOR bank uses maintained drop switches 1-4 and main output 6 resets it. The center HULK bank uses switches 52-55 and the LE auxiliary board: PinMAME public output 51 is physical driver 41. Do not reuse the Pro mapping, where main output 6 resets only the center HULK bank and THOR is passive.

Hulk assembly

Outputs 3/4 rotate Hulk counterclockwise/clockwise and optos 41/42 report wheel position. Public auxiliary 56, physical driver 46, lifts the arms; the proven animation spans roughly 130-200 degrees. Switch 57 detects a ball on the platter and public auxiliary 54/physical 44 energizes the radius-16 magnet without forcing the ball to center. Switch 62 holds a ball at the Hulk eject until main output 5 kicks it at the proven angle 25 and force 16. Switch 63 is the separate Hulk standup target.

Loki lock

The three lock optos 49-51 are active-low: initialize them high when empty and drive them low as balls occupy bottom, middle, and top positions. Main output 12 drops the retaining post and releases the visible three-ball lock. Preserve the lock as physical ball storage; it is not a simulated bookkeeping-only lock.

Bridge, gates, and Tesseract

The bridge uses motor output 22, direction/state relay 23, down switch 8, and up switch 9. The proven table treats relay 23 active as down and inactive as up; add limit cutoff at both sensors. Main output 7 opens the left orbit, public auxiliary 57/physical 47 opens the right orbit, and public auxiliary 52/53 (physical 42/43) actuate the right/left ramp gates. The Tesseract is an inertial playfield spinner, not a ROM-driven motor: the ball imparts angular velocity, optos 45/46 pulse at opposed positions, and drag gradually stops it.

Lighting and standard devices

The conventional 1-80 lamp matrix is fully enumerated, including unused 13, 69-71, and 79. GI is public address 0. The LE additionally uses three physical color relays: main 17 is blue, auxiliary 55/physical 45 is green, and auxiliary 58/physical 48 is red. These switch the 112-5033 RGB GI LED rails shown on the manual location map and must remain distinct even if a renderer also offers combined brightness. Three pops are switches 30-32/outputs 9-11, slings are 26/27 and 13/14, and lower flippers are outputs 15/16 with dedicated buttons and normally-closed EOS contacts.

Spatial evidence pass

Coordinates use normalized playfield space: x=0 is left and x=1 is right; y=0 is rear/backglass and y=1 is the apron. The promoted subset is observed against the official LE switch, lamp, coil, and RGB-GI maps on manual pages 63, 64, 66, 68, and 117. Assembly anchors are explicitly labeled when the manual groups paired optos or a multi-device mechanism. No coordinate in this LE definition is sourced from a Pro VPX table.

The organized local VPX candidate Avengers (Stern 2012)-WIP HD neo Hulk rascalV2.vpx is retained as a review artifact but rejected for LE spatial use: its script identifies ROM avs_170, which is Pro-family evidence. The LE evidence itself has an unresolved upper-right-orbit address: the manual's physical location drawing marks the disputed coordinate 61, its switch matrix grid says 58, and the known-working LE script drives sw58 without a sw61 handler. Neither input receives that coordinate, and 61 is not classified as unused. The same fail-closed rule applies to LE bridge, auxiliary-board, lock-lamp, Tesseract-lamp, and any relocated geometry.

Controlled N/A assertions cover DIP switches, unused devices, cabinet/service controls, rear-panel flashers, internal GI/bridge relays, the optional shaker and coin meter, and the virtual game-on output. Remaining physical devices intentionally have no spatial assertion until their individual LE geometry is reconciled: bridge endpoints 8/9, trough contacts 17-23, shooter switch 86, unlocated coils/auxiliary effects, the used lamp matrix, RGB-GI per-emitter locations and multiplicity, and the DMD display field (schema v2 has no display spatial-placement member). This keeps the machine schema-v2 partial and identifies the exact authoring blockers instead of inventing placements.

Recreation checklist

  • Build the six-ball trough, dedicated-switch shooter lane, two resettable four-target banks, three-ball active-low Loki lock, motorized sensed bridge, full Hulk motor/arms/magnet/eject assembly, four controlled gates, and passive inertial Tesseract.
  • Bind the auxiliary board by public PinMAME addresses 51-58 while retaining physical diagnostic numbers 41-48 for service UI and wiring.
  • Preserve sustained/PWM behavior for motors, magnet, relay, and flipper drives; do not turn every output into a fixed pulse.
  • Implement every explicit unused switch and lamp address so omissions are distinguishable from unknown data.
  • Use the script force, angle, timing, and rotation values as proven authoring baselines, then align geometry to the manual assembly drawings without changing controller causality.

Sources

  • manual.avengers-limited-edition: official Stern Avengers-LE-Manual-compressed.pdf, SHA-256 4687ae0ed0ac249411deff3b0284d5c13d8fab154e430e95b6bd9f7bb82dca62; I/O charts on PDF pages 63-69, auxiliary board on 108, RGB GI map on 117, and assembly drawings throughout.
  • vpx.avengers-le.jp-salas-v600: known-working JP Salas LE script at vpxtable_scripts revision 0c036bb61b4b4e8c778c37559f6795df8cd1521e, SHA-256 c6da231a360a0f062fa5b434d08faca3c1b7b6a5436cc51b5b54dac924e1a3b4.
  • runtime.avengers-le.boot-start: isolated exact avs_170h.zip run, raw SHA-256 3fdb8e048c0c8ff130163333e508953b6ec3bfb0670931af9cbddc957c011bd3; ROM archive SHA-256 a5ea0eafcc45671ce66b29336c81f875f49515235034520f53e3042dfdefc74d remains external.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
avs_170hcAvengers, The Limited Edition (V1.7) (Colored MOD)
Colored-ROM modification only; physical I/O and mechanisms are unchanged.
2016avs_170hidentical
avs_170hAvengers, The Limited Edition (V1.7)
Firmware revision within this physical edition; playfield I/O and mechanisms are unchanged.
2016identical
avs_140hAvengers, The Limited Edition (V1.4)
Firmware revision within this physical edition; playfield I/O and mechanisms are unchanged.
2013avs_170hidentical
avs_120hAvengers, The Limited Edition (V1.2)
Firmware revision within this physical edition; playfield I/O and mechanisms are unchanged.
2012avs_170hidentical

Parent set: avs_170h — 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.avengers-limited-edition

    Avengers-LE-Manual-compressed.pdf: PDF pages 63-69, 105-108, and 117 plus assembly drawings

    by
    Stern Pinball
    sha256
    4687ae0ed0ac…
  • VPX script

    vpx.avengers-le.jp-salas-v600

    JPs Avengers Classic LE (Stern - 2012) v600.vbs lines 81-151, 250-315, 343-461, and 745-845

    github.comlines 81-151, 250-315, 343-461, and 745-845
    by
    Table authors credited in the script and vpxtable_scripts contributors
    rev
    0c036bb61b4b
    sha256
    c6da231a360a…
  • Runtime run

    runtime.avengers-le.boot-start

    Isolated LibPinMAME boot/start scenario using exact avs_170h.zip a5ea0eafcc45671ce66b29336c81f875f49515235034520f53e3042dfdefc74d; captures 128x32x4 DMD, GI 0, lamp activity, and public solenoid transitions

    local-evidence://pinmame-harness/avs_170h/boot-start-2.json
    by
    Generated locally from PinMAME and the user-authorized ROM corpus; ROM bytes are external
    sha256
    3fdb8e048c0c…
  • PinMAME source

    BSD-3-Clause

    pinmame.core.4ec52ff0ac13

    src/wpc/sam.c Avengers INITGAME, SAM two-color DMD, and eight-custom-solenoid transport configuration

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • PinMAME catalog

    BSD-3-Clause

    pinmame.catalog.4ec52ff0ac13

    PinmameGetGames Avengers driver family

    by
    PinMAME contributors
    rev
    4ec52ff0ac13

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

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

All 2 editions of The Avengers, side by side

Same platform