The Avengers Pro

Author ready

Stern2012SAMstern.avengers-pro.2012 1 of 2 editions

Wire it up

what an authoring tool needs first
Bind this ROM
avs_110avs_140avs_170avs_170c

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
1–54 (35)
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
18Trough #4 left19Trough #320Trough #221Trough #1 right

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

Cabinet & flipper inputs
15cabinet.tournament-start16cabinet.start65cabinet.coin.left66cabinet.coin.center67cabinet.coin.right68cabinet.coin.fourth69cabinet.coin.fifth84cabinet.flipper.left-button82cabinet.flipper.right-button-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

170 placements · 16 stacked · normalised player view · outline is nominal

1 (T)HOR target2 T(H)OR target3 TH(O)R target4 THO(R) target7 Tesseract standup #110 Left top lane11 Center top lane12 Right top lane13 Tesseract standup #314 Tesseract standup #218 Trough #4 left19 Trough #320 Trough #2221 Trough #1 right · 1 Trough up-kicker22 Trough jam23 Shooter lane24 Left outlane25 Left return lane226 Left slingshot · 13 Left slingshot227 Right slingshot · 14 Right slingshot28 Right return lane29 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 bumper333 Left inner loop · 71 Lock 1 · 73 Lock 234 Shield target35 Right 2-bank target top36 Right 2-bank target bottom341 Hulk wheel opto #1 · 42 Hulk wheel opto #2 · 23 Hulk magnet43 Left ramp exit44 Center spinner345 Tesseract wheel #1 · 46 Tesseract wheel #2 · 26 Tesseract flasher47 Left orbit48 Right ramp exit349 Loki lock 1 bottom · 22 Loki lockup · 0 General illumination50 Loki lock 251 Loki lock 352 (H)ULK drop target53 H(U)LK drop target54 HU(L)K drop target55 HUL(K) drop target57 Hulk platter61 Right orbit262 Hulk eject · 5 Hulk eject63 Hulk target283 Left flipper end-of-stroke · 15 Left flipper281 Right flipper end-of-stroke · 16 Right flipper2 Auto launch23 Hulk counterclockwise · 4 Hulk clockwise6 Center 4-bank drop reset7 Left orbit control gate212 Left ramp control gate · 0 General illumination17 Hulk arms218 Left-side flasher · 0 General illumination19 Right-side flasher20 Slingshot flashers20 Slingshot flashers21 Hulk flasher25 Pop-bumper flasher3 Shoot again4 Right outlane5 Right return lane6 Left return lane7 Left outlane8 Captain America9 Thor10 Hawkeye11 Hulk12 Black Widow13 Iron Man14 (T)HOR15 T(H)OR16 TH(O)R17 THO(R)18 Hawkeye #1 bottom19 Hawkeye #220 Hawkeye #321 Hawkeye #422 Left orbit purple23 Tesseract standup24 Captain America #1 bottom25 Captain America #226 Captain America #327 Captain America #428 Left inner loop red29 Special30 Hulk target arrow31 Black Widow #1 bottom32 Black Widow #233 Black Widow #334 Black Widow #435 Left ramp red36 Left ramp green37 Right 2-bank target top38 Right 2-bank target bottom39 Hulk eject green41 (C)OSMIC42 C(O)SMIC43 CO(S)MIC44 COS(M)IC45 COSM(I)C46 COSMI(C)47 (H)ULK48 H(U)LK49 HU(L)K50 HUL(K)51 Tesseract standup left52 Tesseract standup right53 Right orbit red54 Iron Man #455 Iron Man #357 Iron Man #1 bottom58 Shield Agent63 Top lane Hulk65 Top lane Captain America66 Top lane Hawkeye67 Top lane Thor68 Top lane Black Widow69 Extra ball70 Top lane Iron Man75 Lock 378 Iron Man #20 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination0 General illumination

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 playfield102
  • sensorsenses the ball50
  • effectmoves the ball18
  • nStackseveral devices in one spot16
143 devices shown

Not on the playfield32 unused, 26 cabinet or service, 8 dip switch, 3 virtual — declared rather than missing.

Coverage

Author ready

Full semantic I/O, mechanisms, variants, wiring and recreation notes passed the completeness validator.

Catalog Identity
validated
Address Enumeration
validated
Semantic Naming
validated
Physical Wiring
validated
Mechanisms
validated
Variant Coverage
validated
Recreation Knowledge
validated

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
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 target
Microswitch
switch.t-hor-target
J1-P1GRN-BRN
J6-P9WHT-BRN
CPU/Sound board
validated
2
T(H)OR target
Microswitch
switch.t-h-or-target
J1-P1GRN-BRN
J6-P8WHT-RED
CPU/Sound board
validated
3
TH(O)R target
Microswitch
switch.th-o-r-target
J1-P1GRN-BRN
J6-P7WHT-ORG
CPU/Sound board
validated
4
THO(R) target
Microswitch
switch.tho-r-target
J1-P1GRN-BRN
J6-P6WHT-YEL
CPU/Sound board
validated
5
Unused matrix switch 5
switch.unused-matrix-switch-5
J1-P1GRN-BRN
J6-P5WHT-GRN
CPU/Sound board
validated
6
Unused matrix switch 6
switch.unused-matrix-switch-6
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
Unused matrix switch 8
switch.unused-matrix-switch-8
J1-P1GRN-BRN
J6-P1WHT-GRY
CPU/Sound board
validated
9
Unused matrix switch 9
switch.unused-matrix-switch-9
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
Unused matrix switch 17
switch.unused-matrix-switch-17
J1-P3GRN-RED
J6-P9WHT-BRN
CPU/Sound board
validated
18
Trough #4 left
Microswitch
switch.trough-4-left
ball.position
J1-P3GRN-RED
J6-P8WHT-RED
CPU/Sound board
validated
19
Trough #3
Microswitch
switch.trough-3
ball.position
J1-P3GRN-RED
J6-P7WHT-ORG
CPU/Sound board
validated
20
Trough #2
Microswitch
switch.trough-2
ball.position
J1-P3GRN-RED
J6-P6WHT-YEL
CPU/Sound board
validated
21
Trough #1 right
Microswitch
switch.trough-1-right
ball.position
J1-P3GRN-RED
J6-P5WHT-GRN
CPU/Sound board
validated
22
Trough jam
Microswitch
switch.trough-jam
ball.jam
J1-P3GRN-RED
J6-P3WHT-BLU
CPU/Sound board
validated
23
Shooter lane
Microswitch
switch.shooter-lane
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
J1-P4GRN-ORG
J6-P5WHT-GRN
CPU/Sound board
validated
38
Unused matrix switch 38
switch.unused-matrix-switch-38
J1-P4GRN-ORG
J6-P3WHT-BLU
CPU/Sound board
validated
39
Unused matrix switch 39
switch.unused-matrix-switch-39
J1-P4GRN-ORG
J6-P2WHT-VIO
CPU/Sound board
validated
40
Unused matrix switch 40
switch.unused-matrix-switch-40
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
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
Unused matrix switch 58
switch.unused-matrix-switch-58
J1-P5GRN-YEL
J12-P8TAN-RED
CPU/Sound board
validated
59
Unused matrix switch 59
switch.unused-matrix-switch-59
J1-P5GRN-YEL
J12-P7TAN-ORG
CPU/Sound board
validated
60
Unused matrix switch 60
switch.unused-matrix-switch-60
J1-P5GRN-YEL
J12-P6TAN-YEL
CPU/Sound board
validated
61
Right orbit
Microswitch
switch.right-orbit
J1-P5GRN-YEL
J12-P4TAN-GRN
CPU/Sound board
validated
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
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.center
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.fourth
validated
69
Fifth coin chuteopt
Button
switch.fifth-coin-chute
cabinet.coin.fifth
validated
70
Unused dedicated switch D6
switch.unused-dedicated-switch-d6
validated
71
Unused dedicated switch D7
switch.unused-dedicated-switch-d7
validated
72
Unused dedicated switch D8
switch.unused-dedicated-switch-d8
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
validated
86
Unused dedicated switch D15
switch.unused-dedicated-switch-d15
validated
87
Unused dedicated switch D14
switch.unused-dedicated-switch-d14
validated
88
Unused dedicated switch D13
switch.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.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
Center 4-bank drop reset
device.center-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
Left ramp control gate
device.left-ramp-control-gate 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
Hulk arms
device.hulk-arms Motor
Q17VIO-BRN
I/O Power Driver board
validated
22
Loki lockup
device.loki-lockup Coil
Q22VIO-BLU
I/O Power Driver board
validated
23
Hulk magnet
device.hulk-magnet Magnet
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

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

3
3 shown
# Name Device ID Evidence
33
PinMAME SAM game-on state
virtual.game-on validated
53
Unpopulated LE left-ramp gate channel
virtual.unpopulated-le-channel-53 validated
54
Unpopulated LE Hulk-magnet channel
virtual.unpopulated-le-channel-54 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.

Auto launcher

mechanism.auto-launcher

Kicker

Output 2 fires a ball at matrix switch 23. The working script uses a 0.6-second impulse and power 55 with 0.5 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 20, and route variance.

Drives
Senses

Hulk arm lift

mechanism.hulk-arms

Motorized

Main output 17 through the step-up driver board 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. Main output 23 through the step-up driver board energizes the magnet; the working table uses radius 16 and centers the captured ball.

Three-ball Loki lock

mechanism.loki-lock

Gate

Three active-low optos are initialized high when empty and fall low as balls occupy positions bottom-to-top. Output 22 through the step-up driver board drops the retaining post/releases locked balls.

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.

THOR four-target bank

mechanism.thor-target-bank

Other

The Pro uses four independently sensed THOR targets at switches 1-4. Unlike LE, the Pro manual and working script provide no THOR reset actuator; do not copy the LE drop-bank output into this machine.

Left orbit and ramp control gates

mechanism.control-gates

Gate

Output 7 opens the left orbit gate and output 12 raises the left ramp control gate. Both return closed when their drive releases. The Pro has no LE eight-transistor gate outputs.

Recreation notes

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

Coverage
author-ready - complete Pro I/O, wiring, mechanisms, initial state, controller bindings, and spatial placements validated

Identity and evidence precedence

This definition covers avs_110, avs_140, avs_170, and avs_170c; the colored ROM changes display presentation only. The known-working VPW-derived Pro table uses avs_170c and its callbacks match the model-specific Pro manual: it is ground truth for PinMAME addresses, initial state, ball routing, and mechanism causality. The Pro manual governs physical inventory, service numbering, wiring, assemblies, and edition differences. The exact-ROM harness separately confirms the 128x32 four-bit DMD, GI 0, and conventional lamp activity.

Four-ball trough and launcher

The Pro has four balls at switches 18-21 plus jam switch 22. The working table initializes 21, 20, 19, and 18 and output 1 ejects from the right end. Unlike LE, the shooter lane is matrix switch 23; dedicated D15/public 86 is unused. Output 2 drives the auto launcher with a proven 0.6-second impulse, power 55, and 0.5 randomness.

Pro-specific output topology

The Pro has no LE eight-transistor auxiliary board. Its center HULK reset is main output 6, left ramp gate is 12, Hulk arms are 17 through a step-up board, Loki lock is 22 through a step-up board, and Hulk magnet is 23 through a step-up board. The pinned PinMAME root configures eight custom callback slots for the whole Avengers clone family, so a Pro ROM can emit public 51-58 transitions even though those drivers are physically absent. The model-specific manual and working Pro script resolve that emulator-family artifact: do not instantiate 51-58 on the Pro playfield.

Targets and routes

The Pro THOR switches 1-4 are passive targets with no reset output; do not copy the LE THOR drop bank. The center HULK drop bank uses switches 52-55 and resets through main output 6. Left orbit is switch 47, right ramp exit is 48, and the Pro right orbit is switch 61 rather than LE switch 58. Output 7 opens the left orbit gate and output 12 raises the left ramp gate.

Hulk, Loki, and Tesseract

Outputs 3/4 rotate Hulk in opposite directions with wheel optos 41/42. Output 17 lifts the arms. Switch 57 detects the Hulk plate and output 23 energizes its radius-16 centering magnet. Switch 62 holds the eject ball until output 5 kicks it at the proven angle 25 and force 20. The active-low Loki optos 49-51 initialize high when empty and output 22 drops the retaining post. The Tesseract is passive and inertial: ball impact drives rotation, optos 45/46 report it, and there is no motor output.

Lamps and standard devices

All 80 matrix addresses are present, with unused 40, 56, 59, 64, 72, 74, 76, 77, 79, and 80 explicit. This matrix is substantially different from LE and must not be shared by number. GI is address 0. Three pops use switches 30-32/outputs 9-11, slings use 26/27 and 13/14, and the lower flippers use outputs 15/16 with dedicated buttons and normally-closed EOS contacts.

Recreation checklist

  • Build the four-ball trough, matrix shooter lane, passive THOR target bank, resettable center HULK bank, active-low three-ball Loki lock, Hulk rotation/arms/magnet/eject assembly, left orbit and ramp gates, and free-spinning Tesseract.
  • Do not add the LE bridge, second resettable bank, right-orbit/ramp auxiliary gates, RGB GI relay bank, six-ball trough, or physical outputs 41-48.
  • Treat exact Pro manual addresses as authoritative over clone-root callback capacity; observed public 53/54 activity during boot is not proof of physical Pro coils.
  • Preserve sustained/PWM semantics for motors, magnet, lock, gates, and flippers, and use the proven script motion/force values as authoring baselines.

Spatial coordinate model

All located records use the exact plain Pro table's 952 by 2115 player-view frame: x=0 is left, x=1 is right, y=0 is the rear/backglass end, and y=1 is the apron. The working Pro script establishes causality and semantic addresses; the official Pro manual establishes physical inventory and multiplicity; the exact table is used only for reconciled geometry. Cabinet, service, backpanel, virtual, unused, DIP, and other off-playfield records are explicit N/A dispositions with no fabricated XY. Paired GI render layers and unrelated VPX bloom/render helpers are collapsed or excluded; lock lamps 71/73/75 retain the three dedicated on-playfield L71/L73/L75 bulb-cover primitive centers rather than the unrelated Q18 S118a helper or off-playfield glow planes.

The official maps override two explicitly recorded VPX anomalies. First, the physical switch/coil maps put 30/Q9 left, 31/Q10 right, and 32/Q11 bottom; the exact table's Bumper1 at x=.678933 is scripted to sw31 and Bumper2 at x=.880455 to sw30. The controller bindings stay as scripted, but the physical XY assignments follow the manual. Second, the official coil-test map puts Q18 left flasher at y≈.43, Q12 left ramp gate at y≈.47, and Q19 right flasher at y≈.49. The archive's named S118p/S118a, RampControlGate, and S119a/S119b objects instead land at y=.182622/.264379/.355755. Adjacent mapped assemblies reconcile, so these three isolated vertical VPX placements are rejected; the manual-map approximate anchors are retained without inventing sub-map precision.

The Pro topology remains four trough balls on 18-21 plus jam 22, matrix shooter 23, center HULK reset 6, ramp gate 12, Hulk arms 17, Loki 22, magnet 23, and right orbit 61. No LE bridge, auxiliary board, six-ball trough, or LE-only mechanism is introduced.

Q21 is a manual-map assembly projection at about (0.374,0.252) on Hulk, between the Q17/Q3-Q4 and Q23/Q6 callouts on manual page 15. The VPX S121/S121a centroid at (0.663449,0.238199) is a conflicting render proxy, so it is rejected rather than silently retained; Q21's placement provenance is manual-only.

The four trough sensors and jam sensor are disclosed assembly projections. The exact table's Kicker.Drain and Kicker.BallRelease provide the trough endpoints, Primitive.Apron identifies the apron boundary, and the working script supplies the 18-to-21 physical order and four-ball inventory. Q1 uses the BallRelease assembly anchor. Switches 41/42 use the Hulk assembly anchor and 45/46 use the Tesseract base anchor; these points describe assemblies, not hidden contact leaves.

Sources

  • manual.avengers-pro: official Stern Avengers-Pro-Manual.pdf, SHA-256 fdabec154947bc814d1b172fe68e91ad440780282c759f71668cfe7754f50031; switch chart PDF page 13, coil chart page 16, lamp chart page 19, location maps, and model-specific assembly drawings.
  • vpx-table.avengers-pro-archive-45de3964: exact plain Pro table Avengers (Pro), The (Stern 2012).vpx for ROM avs_170, SHA-256 45de396493ddf562f06baa6950a5b3b46d7803f4aca1ed1df4ad7f45a6a4c5df; bounds 0,0 through 952,2115; read-only extraction and candidate report 03-archive-pro.
  • vpx.avengers-pro.vpw-1-3-1: known-working Pro script at vpxtable_scripts revision 0c036bb61b4b4e8c778c37559f6795df8cd1521e, SHA-256 85ea928246dbdf4b59a73e5237b6d248970770d3146381b06a1620c92cba21e8.
  • runtime.avengers-pro.boot-start: isolated exact avs_170.zip run, raw SHA-256 4fa936ed6307059ef69f17100390a96ef91b9a28a65346d6ca8f45e1823122d6; ROM archive SHA-256 5bf37fe0f4a7a101d941de3659dd29dd9913b01f020d3202d644a86ed8802cc3 remains external.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
avs_170cAvengers, The (V1.7) (Colored MOD)
Colored-ROM modification only; physical I/O and mechanisms are unchanged.
2016avs_170hidentical
avs_170Avengers, The (V1.7)
Firmware revision within this physical edition; playfield I/O and mechanisms are unchanged.
2016avs_170hidentical
avs_140Avengers, The (V1.4)
Firmware revision within this physical edition; playfield I/O and mechanisms are unchanged.
2013avs_170hidentical
avs_110Avengers, The (V1.1)
Firmware revision within this physical edition; playfield I/O and mechanisms are unchanged.
2012avs_170hidentical

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-pro

    Avengers-Pro-Manual.pdf: PDF pages 13-20 plus model-specific assembly drawings

    by
    Stern Pinball
    sha256
    fdabec154947…
  • VPX script

    vpx.avengers-pro.vpw-1-3-1

    Avengers (Stern 2012)4k1.3.1.vbs lines 130-388, 609-658, 927-1060, and 1112-1145

    github.comlines 130-388, 609-658, 927-1060, and 1112-1145
    by
    Table authors credited in the script and vpxtable_scripts contributors
    rev
    0c036bb61b4b
    sha256
    85ea928246db…
  • Runtime run

    runtime.avengers-pro.boot-start

    Isolated LibPinMAME boot/start scenario using exact avs_170.zip 5bf37fe0f4a7a101d941de3659dd29dd9913b01f020d3202d644a86ed8802cc3; captures 128x32x4 DMD, GI 0, lamp activity, and public solenoid transitions

    local-evidence://pinmame-harness/avs_170/boot-start-1.json
    by
    Generated locally from PinMAME and the user-authorized ROM corpus; ROM bytes are external
    sha256
    4fa936ed6307…
  • 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
  • VPX table

    vpx-table.avengers-pro-archive-45de3964

    Avengers (Pro), The (Stern 2012).vpx; ROM avs_170; SHA-256 prefix 45de3964; 81,530,880 bytes; exact playfield bounds 0,0 through 952,2115; read-only extraction/candidate audit in pinmame-review-artifacts/stern.avengers-le/extracted/03-archive-pro and spatial-candidates-03-archive-pro.json

    local-evidence://vpx-table/stern.avengers-pro-archive-45de3964
    by
    The Visual Pinball table archive and credited table authors
    sha256
    45de396493dd…

Something wrong or missing?

This site renders the catalog and adds nothing to it, so fixes belong in the definition itself. Editing on GitHub forks it for you and opens the pull request; no local checkout needed.

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