Star Gazer

Partial
Completion88%

Stern1980STERN-MPU200stern.star-gazer.1980 Updated 2026-10-05

1 unresolved conflict

Sources disagree here and nobody has settled it. Treat these addresses as unproven.

Stand up switches 19 20 order

Disagreeing sources
Operator manual
Operator manual
Runtime run
VPX table

The factory switch matrix prints switch 19 as S.U. "SCORPIO" and switch 20 as S.U. "LIBRA", and the factory playfield drawing numbers the upper-right arch 20, 19, 21 from its apex, so both pages put the Libra target at the left end of the pair. The retained ROM lights the Libra lamp (public 2, chart row LIBRA) when switch 19 closes and the Scorpio lamp (public 18) when switch 20 closes, and the retained table, whose lamps sit on the playfield art's own constellations, puts switch 19 left of switch 20.

The two documents agree with each other, the ROM and the table agree with each other, and the pairs disagree about which switch number belongs to the left target and which sign it is. A recreation must pair each target with the lamp the ROM lights for its switch, which is what the definition's labels do; where the two targets stand and what the printed sign beside each reads is not settled.

What would settle it

a photograph or a switch test of a production machine showing which stand-up on the upper-right arch reports as switch 19, or a playfield photograph that names the sign printed beside each of the first two arch targets. The retained ROM, table and manual cannot settle it, because the ROM and table are internally consistent and the manual's two pages agree with each other.

inputs.switch.libra-stand-up-target

Wire it up

what an authoring tool needs first
Bind this ROM
stargzr

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

Controller platform
pinmame.stern-mpu200

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
  • Player 1 score, seven digits7 digits
  • Player 2 score, seven digits7 digits
  • Player 3 score, seven digits7 digits
  • Player 4 score, seven digits7 digits
  • Credits, two digits2 digits
  • Ball in play and match, two digits2 digits
Address space
Switches
-7–84 (47)
Solenoids
1–48 (21)
Lamps
1–63 (60)
DIP
1–32 (32)
Cabinet & flipper inputs
82flipper.right.button84flipper.left.button1cabinet.coin-door2cabinet.coin-door3cabinet.coin-door6cabinet.credit-button7cabinet.tilt8cabinet.slam

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

104 placements · 11 stacked · normalised player view · outline is nominal

4 Left spinner5 Right spinner9 Center spinner10 Gemini stand-up target11 Cancer stand-up target212 Left thumper bumper · 5 Left thumper bumper213 Right thumper bumper · 11 Right thumper bumper214 Center thumper bumper · 8 Center thumper bumper215 Right slingshot · 1 Right slingshot216 Left slingshot · 2 Left slingshot17 Leo stand-up target18 Virgo stand-up target19 Libra stand-up target20 Scorpio stand-up target21 Sagittarius stand-up target22 Lower-left drop target, bottom223 Lower-left drop target, middle · 7 Left drop bank reset24 Lower-left drop target, top25 Upper-left drop target, left226 Upper-left drop target, middle · 3 Upper-left drop bank reset27 Upper-left drop target, right28 Right drop target, top229 Right drop target, middle · 4 Right drop bank reset30 Right drop target, bottom31 Capricorn stand-up target32 Aquarius stand-up target233 Outhole · 12 Outhole kicker34 Right outlane35 Left outlane36 Right star roll-over button37 Left star roll-over button38 Pisces stand-up target39 Aries stand-up target40 Taurus stand-up target21 Left flipper end-of-stroke contact · 48 Left lower flipper dual-winding coil22 Right flipper end-of-stroke contact · 46 Right lower flipper dual-winding coil1 Gemini2 Libra3 Aquarius4 Bonus 1K5 Bonus 5K6 Bonus 9K7 Spinner and bank 5008 Spinner and bank 25009 Star roll-over bottom9 Star roll-over bottom10 Zodiac target 100011 Shoot again12 Bonus multiplier 1X14 Left bank lite17 Cancer18 Scorpio19 Pisces20 Bonus 2K21 Bonus 6K22 Bonus 10K23 Spinner and bank 100024 Spinner and bank 300025 Left 3 from top star roll-over25 Left 3 from top star roll-over26 Zodiac target 200027 Bonus 12,00028 Bonus multiplier 2X29 Right spinner lite30 Right bank lite33 Leo34 Sagittarius35 Aries36 Bonus 3K37 Bonus 7K38 Bonus 11K39 Spinner and bank 150040 Spinner and bank 350041 Left B 3 star roll-over41 Left B 3 star roll-over42 Zodiac target 400043 Bonus 24,00044 Bonus multiplier 3X46 Right outlane lite49 Virgo50 Capricorn51 Taurus52 Bonus 4K53 Bonus 8K54 Bonus 12K55 Spinner and bank 200056 Spinner and bank 400057 Left right B 4 star roll-over57 Left right B 4 star roll-over58 Zodiac target 300059 Left spinner lite60 Bonus multiplier 4X62 Left outlane lite

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 ball36
  • effectmoves the ball11
  • nStackseveral devices in one spot11
100 devices shown

Not on the playfield32 dip switch, 24 cabinet or service, 10 unused — declared rather than missing.

Coverage

Partial

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

Completion88%

Progress is derived from the fixed author-readiness requirements. It helps rank unfinished work, but only a 100% author-ready definition passes the publication gate.

Catalog Identity
validated
Address Enumeration
validated
Semantic Naming
validated
Physical Wiring
validated
Mechanisms
validated
Variant Coverage
validated
Recreation Knowledge
validated
Still missing · 2
Spatial PlacementUnresolved Conflicts

Switches

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

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

49 shown
# Name Device ID Role Wiring Evidence
-7
Self-test button
Button
switch.self-test-button
service.self-test
validated
-6
CPU diagnostic button
Button
switch.cpu-diagnostic-button
service.diagnostic
validated
-5
Sound diagnostic button
Button
switch.sound-diagnostic-button
service.diagnostic
validated
1
Left coin chute
Other
switch.left-coin-chute
cabinet.coin-door
A4J2-8BRN
MPU module A4
validated
1
Left flipper end-of-stroke contactNC
Leaf
switch.left-flipper-end-of-stroke
validated
2
Center coin chute
Other
switch.center-coin-chute
cabinet.coin-door
A4J2-9GREY
MPU module A4
validated
2
Right flipper end-of-stroke contactNC
Leaf
switch.right-flipper-end-of-stroke
validated
3
Right coin chute
Other
switch.right-coin-chute
cabinet.coin-door
A4J2-10W-O
MPU module A4
validated
4
Left spinner
Leaf
switch.left-spinner
A4J2-11W-B
MPU module A4
validated
5
Right spinner
Leaf
switch.right-spinner
A4J2-12W-G
MPU module A4
validated
6
Credit button
Button
switch.credit-button
cabinet.credit-button
A4J2-13W-BRN
MPU module A4
validated
7
Tilt (ball-roll and plumb-bob pendulum)
Tilt
switch.tilt-ball-roll-and-plumb-bob-pendulum
cabinet.tilt
A4J2-14BRN-Y
MPU module A4
validated
8
Slam and vibration tilt
Tilt
switch.slam-and-vibration-tilt
cabinet.slam
A4J2-15O
MPU module A4
validated
9
Center spinner
Leaf
switch.center-spinner
A4J2-8BRN
MPU module A4
validated
10
Gemini stand-up target
Leaf
switch.gemini-stand-up-target
A4J2-9GREY
MPU module A4
validated
11
Cancer stand-up target
Leaf
switch.cancer-stand-up-target
A4J2-10W-O
MPU module A4
validated
12
Left thumper bumper
Leaf
switch.left-thumper-bumper
A4J2-11W-B
MPU module A4
validated
13
Right thumper bumper
Leaf
switch.right-thumper-bumper
A4J2-12W-G
MPU module A4
validated
14
Center thumper bumper
Leaf
switch.center-thumper-bumper
A4J2-13W-BRN
MPU module A4
validated
15
Right slingshot
Leaf
switch.right-slingshot
A4J2-14BRN-Y
MPU module A4
validated
16
Left slingshot
Leaf
switch.left-slingshot
A4J2-15O
MPU module A4
validated
17
Leo stand-up target
Leaf
switch.leo-stand-up-target
A4J2-8BRN
MPU module A4
validated
18
Virgo stand-up target
Leaf
switch.virgo-stand-up-target
A4J2-9GREY
MPU module A4
validated
19
Libra stand-up target
Leaf
switch.libra-stand-up-target
A4J2-10W-O
MPU module A4
conflicted
20
Scorpio stand-up target
Leaf
switch.scorpio-stand-up-target
A4J2-11W-B
MPU module A4
conflicted
21
Sagittarius stand-up target
Leaf
switch.sagittarius-stand-up-target
A4J2-12W-G
MPU module A4
validated
22
Lower-left drop target, bottom
Leaf
switch.lower-left-drop-target-bottom
A4J2-13W-BRN
MPU module A4
validated
23
Lower-left drop target, middle
Leaf
switch.lower-left-drop-target-middle
A4J2-14BRN-Y
MPU module A4
validated
24
Lower-left drop target, top
Leaf
switch.lower-left-drop-target-top
A4J2-15O
MPU module A4
validated
25
Upper-left drop target, left
Leaf
switch.upper-left-drop-target-left
A4J2-8BRN
MPU module A4
validated
26
Upper-left drop target, middle
Leaf
switch.upper-left-drop-target-middle
A4J2-9GREY
MPU module A4
validated
27
Upper-left drop target, right
Leaf
switch.upper-left-drop-target-right
A4J2-10W-O
MPU module A4
validated
28
Right drop target, top
Leaf
switch.right-drop-target-top
A4J2-11W-B
MPU module A4
validated
29
Right drop target, middle
Leaf
switch.right-drop-target-middle
A4J2-12W-G
MPU module A4
validated
30
Right drop target, bottom
Leaf
switch.right-drop-target-bottom
A4J2-13W-BRN
MPU module A4
validated
31
Capricorn stand-up target
Leaf
switch.capricorn-stand-up-target
A4J2-14BRN-Y
MPU module A4
validated
32
Aquarius stand-up target
Leaf
switch.aquarius-stand-up-target
A4J2-15O
MPU module A4
validated
33
Outhole
Leaf
switch.outhole
A4J2-8BRN
MPU module A4
validated
34
Right outlane
Leaf
switch.right-outlane
A4J2-9GREY
MPU module A4
validated
35
Left outlane
Leaf
switch.left-outlane
A4J2-10W-O
MPU module A4
validated
36
Right star roll-over button
Leaf
switch.right-star-roll-over-button
A4J2-11W-B
MPU module A4
validated
37
Left star roll-over button
Leaf
switch.left-star-roll-over-button
A4J2-12W-G
MPU module A4
validated
38
Pisces stand-up target
Leaf
switch.pisces-stand-up-target
A4J2-13W-BRN
MPU module A4
validated
39
Aries stand-up target
Leaf
switch.aries-stand-up-target
A4J2-14BRN-Y
MPU module A4
validated
40
Taurus stand-up target
Leaf
switch.taurus-stand-up-target
A4J2-15O
MPU module A4
validated
81
Upper-right flipper button position
Button
switch.upper-right-flipper-button-position
validated
82
Lower-right flipper button
Button
switch.lower-right-flipper-button
flipper.right.button
validated
83
Upper-left flipper button position
Button
switch.upper-left-flipper-button-position
validated
84
Lower-left flipper button
Button
switch.lower-left-flipper-button
flipper.left.button
validated

Controlled devices

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

Coils, magnets & motors

21
21 shown
# Name Device ID Kind Role Wiring Evidence
1
Right slingshot
device.right-slingshot Coil
Q2
Solenoid Driver / Voltage Regulator module SDU A3
validated
2
Left slingshot
device.left-slingshot Coil
Q1
Solenoid Driver / Voltage Regulator module SDU A3
validated
3
Upper-left drop bank reset
device.upper-left-drop-bank-reset Coil
Q5
Solenoid Driver / Voltage Regulator module SDU A3
validated
4
Right drop bank reset
device.right-drop-bank-reset Coil
Q6
Solenoid Driver / Voltage Regulator module SDU A3
validated
5
Left thumper bumper
device.left-thumper-bumper Coil
Q7
Solenoid Driver / Voltage Regulator module SDU A3
validated
6
Knocker
device.knocker Coil
cabinet.knocker
Q3
Solenoid Driver / Voltage Regulator module SDU A3
validated
7
Left drop bank reset
device.left-drop-bank-reset Coil
Q4
Solenoid Driver / Voltage Regulator module SDU A3
validated
8
Center thumper bumper
device.center-thumper-bumper Coil
Q8
Solenoid Driver / Voltage Regulator module SDU A3
validated
9
Unused momentary output 13
device.unused-momentary-output-13 Coil
Q13
Solenoid Driver / Voltage Regulator module SDU A3
validated
10
Unused momentary output 14
device.unused-momentary-output-14 Coil
Q14
Solenoid Driver / Voltage Regulator module SDU A3
validated
11
Right thumper bumper
device.right-thumper-bumper Coil
Q9
Solenoid Driver / Voltage Regulator module SDU A3
validated
12
Outhole kicker
device.outhole-kicker Coil
internal.trough
Q10
Solenoid Driver / Voltage Regulator module SDU A3
validated
13
Unused momentary output 12
device.unused-momentary-output-12 Coil
Q12
Solenoid Driver / Voltage Regulator module SDU A3
validated
14
Unused momentary output 11
device.unused-momentary-output-11 Coil
Q11
Solenoid Driver / Voltage Regulator module SDU A3
validated
15
Unused momentary output 16
device.unused-momentary-output-16 Coil
Q16
Solenoid Driver / Voltage Regulator module SDU A3
validated
17
Unused continuous output 17
device.unused-continuous-output-17 Relay
Q17
Solenoid Driver / Voltage Regulator module SDU A3
validated
18
Coin lockout coil
device.coin-lockout-coil Coil
cabinet.coin-door
Q19
Solenoid Driver / Voltage Regulator module SDU A3
validated
19
Flipper enable relay
device.flipper-enable-relay Relay
cabinet.relay
Q15
Solenoid Driver / Voltage Regulator module SDU A3
validated
20
Unused continuous output 18
device.unused-continuous-output-18 Relay
Q18
Solenoid Driver / Voltage Regulator module SDU A3
validated
46
Right lower flipper dual-winding coil
device.right-flipper Coil
R
Hard-wired flipper circuit gated by output 19
validated
48
Left lower flipper dual-winding coil
device.left-flipper Coil
BLU
Hard-wired flipper circuit gated by output 19
validated

Lamps

60

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
Hover or tap an address to identify it.
60 shown
# Name Device ID Role Wiring Evidence
1
Gemini
lamp.gemini
Q14 (MCR106-1)
Lamp Driver module LDA-100 (parts list B-431)
validated
2
Libra
lamp.libra
Q12 (2N5060)
Lamp Driver module LDA-100 (parts list B-431)
validated
3
Aquarius
lamp.aquarius
Q13 (2N5060)
Lamp Driver module LDA-100 (parts list B-431)
validated
4
Bonus 1K
lamp.bonus-1k
Q8 (MCR106-1)
Lamp Driver module LDA-100 (parts list B-431)
validated
5
Bonus 5K
lamp.bonus-5k
Q9 (MCR106-1)
Lamp Driver module LDA-100 (parts list B-431)
validated
6
Bonus 9K
lamp.bonus-9k
Q10 (MCR106-1)
Lamp Driver module LDA-100 (parts list B-431)
validated
7
Spinner and bank 500
lamp.spinner-and-bank-500
Q11 (2N5060)
Lamp Driver module LDA-100 (parts list B-431)
validated
8
Spinner and bank 2500
lamp.spinner-and-bank-2500
Q4 (2N5060)
Lamp Driver module LDA-100 (parts list B-431)
validated
9
Star roll-over bottom
lamp.star-roll-over-bottom
Q1 (MCR106-1)
Lamp Driver module LDA-100 (parts list B-431)
validated
10
Zodiac target 1000
lamp.zodiac-target-1000
Q2 (MCR106-1)
Lamp Driver module LDA-100 (parts list B-431)
validated
11
Shoot again
lamp.shoot-again
Q3 (MCR106-1)
Lamp Driver module LDA-100 (parts list B-431)
validated
12
Bonus multiplier 1X
lamp.bonus-multiplier-1x
Q7 (2N5060)
Lamp Driver module LDA-100 (parts list B-431)
validated
13
High score to date
lamp.high-score-to-date
cabinet.backglass
Q16 (MCR106-1)
Lamp Driver module LDA-100 (parts list B-431)
validated
14
Left bank lite
lamp.left-bank-lite
Q5 (MCR106-1)
Lamp Driver module LDA-100 (parts list B-431)
validated
15
Unused lamp-driver output Q6
lamp.unused-lamp-driver-output-q6
Q6
Lamp Driver module LDA-100 (parts list B-431)
validated
17
Cancer
lamp.cancer
Q29 (2N5060)
Lamp Driver module LDA-100 (parts list B-431)
validated
18
Scorpio
lamp.scorpio
Q27 (2N5060)
Lamp Driver module LDA-100 (parts list B-431)
validated
19
Pisces
lamp.pisces
Q28 (2N5060)
Lamp Driver module LDA-100 (parts list B-431)
validated
20
Bonus 2K
lamp.bonus-2k
Q35 (MCR106-1)
Lamp Driver module LDA-100 (parts list B-431)
validated
21
Bonus 6K
lamp.bonus-6k
Q34 (MCR106-1)
Lamp Driver module LDA-100 (parts list B-431)
validated
22
Bonus 10K
lamp.bonus-10k
Q22 (MCR106-1)
Lamp Driver module LDA-100 (parts list B-431)
validated
23
Spinner and bank 1000
lamp.spinner-and-bank-1000
Q26 (2N5060)
Lamp Driver module LDA-100 (parts list B-431)
validated
24
Spinner and bank 3000
lamp.spinner-and-bank-3000
Q25 (2N5060)
Lamp Driver module LDA-100 (parts list B-431)
validated
25
Left 3 from top star roll-over
lamp.left-3-from-top-star-roll-over
Q24
Lamp Driver module LDA-100 (parts list B-431)
validated
26
Zodiac target 2000
lamp.zodiac-target-2000
Q17 (MCR106-1)
Lamp Driver module LDA-100 (parts list B-431)
validated
27
Bonus 12,000
lamp.bonus-12-000
Q23 (MCR106-1)
Lamp Driver module LDA-100 (parts list B-431)
validated
28
Bonus multiplier 2X
lamp.bonus-multiplier-2x
Q21 (2N5060)
Lamp Driver module LDA-100 (parts list B-431)
validated
29
Right spinner lite
lamp.right-spinner-lite
Q15 (MCR106-1)
Lamp Driver module LDA-100 (parts list B-431)
validated
30
Right bank lite
lamp.right-bank-lite
Q18 (2N5060)
Lamp Driver module LDA-100 (parts list B-431)
validated
31
Left B 1 lamp
lamp.left-b-1-lamp
Q19 (2N5060)
Lamp Driver module LDA-100 (parts list B-431)
observed
33
Leo
lamp.leo
Q36 (2N5060)
Lamp Driver module LDA-100 (parts list B-431)
validated
34
Sagittarius
lamp.sagittarius
Q38 (2N5060)
Lamp Driver module LDA-100 (parts list B-431)
validated
35
Aries
lamp.aries
Q44 (2N5060)
Lamp Driver module LDA-100 (parts list B-431)
validated
36
Bonus 3K
lamp.bonus-3k
Q49 (MCR106-1)
Lamp Driver module LDA-100 (parts list B-431)
validated
37
Bonus 7K
lamp.bonus-7k
Q48 (MCR106-1)
Lamp Driver module LDA-100 (parts list B-431)
validated
38
Bonus 11K
lamp.bonus-11k
Q37 (MCR106-1)
Lamp Driver module LDA-100 (parts list B-431)
validated
39
Spinner and bank 1500
lamp.spinner-and-bank-1500
Q32 (2N5060)
Lamp Driver module LDA-100 (parts list B-431)
validated
40
Spinner and bank 3500
lamp.spinner-and-bank-3500
Q20 (2N5060)
Lamp Driver module LDA-100 (parts list B-431)
validated
41
Left B 3 star roll-over
lamp.left-b-3-star-roll-over
Q42 (MCR106-1)
Lamp Driver module LDA-100 (parts list B-431)
validated
42
Zodiac target 4000
lamp.zodiac-target-4000
Q46 (2N5060)
Lamp Driver module LDA-100 (parts list B-431)
validated
43
Bonus 24,000
lamp.bonus-24-000
Q40 (MCR106-1)
Lamp Driver module LDA-100 (parts list B-431)
validated
44
Bonus multiplier 3X
lamp.bonus-multiplier-3x
Q39 (2N5060)
Lamp Driver module LDA-100 (parts list B-431)
validated
45
Game over
lamp.game-over
cabinet.backglass
Q33 (MCR106-1)
Lamp Driver module LDA-100 (parts list B-431)
validated
46
Right outlane lite
lamp.right-outlane-lite
Q30 (2N5060)
Lamp Driver module LDA-100 (parts list B-431)
validated
47
Left B 3 star roll lamp
lamp.left-b-3-star-roll-lamp
Q31 (2N5060)
Lamp Driver module LDA-100 (parts list B-431)
observed
49
Virgo
lamp.virgo
Q57 (2N5060)
Lamp Driver module LDA-100 (parts list B-431)
validated
50
Capricorn
lamp.capricorn
Q50 (2N5060)
Lamp Driver module LDA-100 (parts list B-431)
validated
51
Taurus
lamp.taurus
Q51 (2N5060)
Lamp Driver module LDA-100 (parts list B-431)
validated
52
Bonus 4K
lamp.bonus-4k
Q54 (MCR106-1)
Lamp Driver module LDA-100 (parts list B-431)
validated
53
Bonus 8K
lamp.bonus-8k
Q55 (MCR106-1)
Lamp Driver module LDA-100 (parts list B-431)
validated
54
Bonus 12K
lamp.bonus-12k
Q60 (MCR106-1)
Lamp Driver module LDA-100 (parts list B-431)
validated
55
Spinner and bank 2000
lamp.spinner-and-bank-2000
Q59 (2N5060)
Lamp Driver module LDA-100 (parts list B-431)
validated
56
Spinner and bank 4000
lamp.spinner-and-bank-4000
Q58 (2N5060)
Lamp Driver module LDA-100 (parts list B-431)
validated
57
Left right B 4 star roll-over
lamp.left-right-b-4-star-roll-over
Q56 (MCR106-1)
Lamp Driver module LDA-100 (parts list B-431)
validated
58
Zodiac target 3000
lamp.zodiac-target-3000
Q41 (MCR106-1)
Lamp Driver module LDA-100 (parts list B-431)
validated
59
Left spinner lite
lamp.left-spinner-lite
Q52 (2N5060)
Lamp Driver module LDA-100 (parts list B-431)
validated
60
Bonus multiplier 4X
lamp.bonus-multiplier-4x
Q53 (2N5060)
Lamp Driver module LDA-100 (parts list B-431)
validated
61
Tilt
lamp.tilt
cabinet.backglass
Q47 (MCR106-1)
Lamp Driver module LDA-100 (parts list B-431)
validated
62
Left outlane lite
lamp.left-outlane-lite
Q43 (2N5060)
Lamp Driver module LDA-100 (parts list B-431)
validated
63
Match
lamp.match
cabinet.backglass
Q45 (2N5060)
Lamp Driver module LDA-100 (parts list B-431)
validated

Configuration & other inputs

32 shown
# Name Device ID Evidence
1
MPU option switch S1
Dip
dip.option-switch-1 validated
2
MPU option switch S2
Dip
dip.option-switch-2 validated
3
MPU option switch S3
Dip
dip.option-switch-3 validated
4
MPU option switch S4
Dip
dip.option-switch-4 validated
5
MPU option switch S5
Dip
dip.option-switch-5 validated
6
MPU option switch S6
Dip
dip.option-switch-6 validated
7
MPU option switch S7
Dip
dip.option-switch-7 validated
8
MPU option switch S8
Dip
dip.option-switch-8 validated
9
MPU option switch S9
Dip
dip.option-switch-9 validated
10
MPU option switch S10
Dip
dip.option-switch-10 validated
11
MPU option switch S11
Dip
dip.option-switch-11 validated
12
MPU option switch S12
Dip
dip.option-switch-12 validated
13
MPU option switch S13
Dip
dip.option-switch-13 validated
14
MPU option switch S14
Dip
dip.option-switch-14 validated
15
MPU option switch S15
Dip
dip.option-switch-15 validated
16
MPU option switch S16
Dip
dip.option-switch-16 validated
17
MPU option switch S17
Dip
dip.option-switch-17 validated
18
MPU option switch S18
Dip
dip.option-switch-18 validated
19
MPU option switch S19
Dip
dip.option-switch-19 validated
20
MPU option switch S20
Dip
dip.option-switch-20 validated
21
MPU option switch S21
Dip
dip.option-switch-21 validated
22
MPU option switch S22
Dip
dip.option-switch-22 validated
23
MPU option switch S23
Dip
dip.option-switch-23 validated
24
MPU option switch S24
Dip
dip.option-switch-24 validated
25
MPU option switch S25
Dip
dip.option-switch-25 validated
26
MPU option switch S26
Dip
dip.option-switch-26 validated
27
MPU option switch S27
Dip
dip.option-switch-27 validated
28
MPU option switch S28
Dip
dip.option-switch-28 validated
29
MPU option switch S29
Dip
dip.option-switch-29 validated
30
MPU option switch S30
Dip
dip.option-switch-30 validated
31
MPU option switch S31
Dip
dip.option-switch-31 validated
32
MPU option switch S32
Dip
dip.option-switch-32 validated

Mechanisms

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

Outhole and manual shooter feed

mechanism.outhole

Kicker

Star Gazer is a one-ball game with no trough: the ball drains into the outhole between the flipper bays, closing switch 33, and the outhole kicker (public 12) kicks it to the shooter lane, where the player launches it with the plunger. The ROM scores the bonus when switch 33 closes, then kicks the ball; after a credit starts a game it kicks the ball waiting in the outhole at once, and the three drop banks are reset in the same step. The retained table models the outhole as a drain hole feeding a release kicker beside the shooter lane, kicked at about 57 degrees with force 10.

Lower-left three-bank drop targets

mechanism.lower-left-drop-bank

Drop Target Bank

Three drop targets, bottom to top switches 22, 23 and 24, each held closed while its target is down. One shared reset coil (public 7) raises all three. Completing the bank advances the bonus multiplier (to 10x), and the middle target scores the extra ball when its lite is on. The retained ROM fires the reset after the bank is completed and at game start.

Upper-left three-bank drop targets

mechanism.upper-left-drop-bank

Drop Target Bank

Three drop targets, left to right switches 25, 26 and 27, held closed while down, with one shared reset coil (public 3). Hitting one target stops the flashing value lite at its value and fixes the center spinner's value; hitting all three awards points. The manual calls this bank the left upper bank.

Left and right slingshots

mechanism.slingshots

Other

Switch 16 makes the ROM fire public coil 2 (the left slingshot, printed test number 1) and switch 15 public coil 1 (the right, printed number 2); each scores 10 points. The reversed-looking numbering is the ROM's own and was confirmed by closing each switch alone.

Three spinners

mechanism.spinners

Other

The left spinner (switch 4), the right spinner (switch 5) and the center spinner (switch 9, at the upper-left lane mouth) each close their switch once per rotation and score 200, or 2,000 when lit; the center spinner scores the value the upper-left bank has locked in.

Two lower dual-winding flippers

mechanism.flippers

Other

The flipper enable relay (public 19) gates both hard-wired 43 V flipper circuits: it is raised from a credit's game start until game over, dropped by a tilt and raised again when the next ball is served, and the lower buttons (82 right, 84 left) do nothing in attract mode. Each J-25-475/34-4500 assembly's normally closed end-of-stroke contact opens at the end of the stroke so only the hold winding stays energized.

Direct wiring

Connections that exist in copper, not in the ROM. These fire whether or not a game is running.

Recreation notes

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

Coverage
partial - two requirements are open: `spatial_placement` (two lamp circuits have no retained location, and the two stand-up targets at the left of the upper-right arch are in an open conflict) and `unresolved_conflicts`. Every other dimension is validated.

Every input and output address is enumerated and named from the machine's own manual and schematics and from the retained ROM's behaviour, wiring and polarity are recorded, and every playfield device that has a retained location carries a normalized placement. What is not recorded is stated plainly below, in the definition's conflicts and in the device notes it affects.

Identity and variants

  • PinMAME catalog: root driver stargzr (Star Gazer, Stern, 1980), its free-play clone stargzfp, and the 2006 modified-rules clone stargzrb ("Star Gazer (modified rules rev. 9)", Stern / Oliver).
  • IPDB 2346 (Stern Electronics, Chicago, August 1980, model number 127, MPU Stern M-200, 869 units, design Brian Poklacki, art Gerry Simkus) and OPDB GrZY2-ML0Rb. The manual's parts list is headed "STAR GAZER #127", which matches the IPDB model number.
  • All three drivers declare the same game data: GEN_STMPU200, the seven-digit dispst7 display layout, FLIP_SW(FLIP_L) and the ST300 sound board. In the retained burn-in run each published the same sixty lamp and nineteen solenoid addresses in the same order, so all three are recorded as physically identical to the production machine; stargzfp swaps two program ROMs for a free-play build and stargzrb swaps three for modified rules.
  • The ROM zips used for the runs match the pinned driver's SHA-1 for every member (checked for all twelve ROM files).

Evidence precedence

The ROM's own behaviour in the pinned LibPinMAME harness decides every public address and every semantic that depends on what the game does: the service tests, the cabinet-switch constants in the retained Stern VPinMAME library and the known-working table's bindings agree with it wherever they overlap. The manual and the schematics decide physical construction: wiring, connector pins, wire colours, driver transistors, part numbers, and what is and is not fitted. The retained table (VPW v2.0.0, whose embedded script equals the pinned script apart from whitespace) decides coordinates. Where the printed documents and the ROM disagree the record says so on the device.

Controller address translations

Stern prints three different numbers for a solenoid and PinMAME publishes a fourth:

  • The manual's solenoid list, and the number the ROM's solenoid test shows on the player display, is a test order and a driver position (the schematic's note says the displayed number "is Drive Transistor (Q) Position on SDU"): 1 to 19, with 20 to 29 for the sound board.
  • PinMAME publishes decoder outputs 1 to 15, continuous outputs 17 to 20, and no output at 16.
  • The two orders differ, and the retained solenoid test pairs them exactly: displayed 1->2, 2->1, 3->6, 4->7, 5->3, 6->4, 7->5, 8->8, 9->11, 10->12, 11->14, 12->13, 13->9, 14->10, 15->19, 16->15, 17->17, 18->20, 19->18 (printed number, then public address). The pairing was read from the display 0.25 s after each pulse and repeated identically at the start of the test's second cycle.
  • Gameplay confirms it for every used coil by closing one switch at a time (below), so the pairing is not a guess from order alone. The printed numbers are kept as manual.self-test aliases and the driver transistor Q numbers as wiring.

The sixty lamps are an LDA-100 board of discrete SCR circuits, not a matrix. PinMAME publishes 1 to 15, 17 to 31, 33 to 47 and 49 to 63; 16, 32, 48 and 64 do not exist. The chart prints each lamp's SCR (Q1 to Q60), connector pin and wire; the retained runs connect the public address to the printed row for every lamp that has behaviour to observe, and the other lamps follow the board's decoder order:

  • the eight spinner-and-bank value lamps (500 to 4000) flash in the sweep order 7, 23, 39, 55, 8, 24, 40, 56 and back;
  • the twelve zodiac sign lamps each flash when their stand-up closes (public 1, 17, 33, 49, 2, 18, 34, 50, 3, 19, 35 and 51);
  • public 11, 13, 45, 61 and 63 are the shoot-again, high-score, game-over, tilt and match lamps (the table reads exactly these for its backglass reels, game over and match are lit at power-up and drop once a coin posts a credit, and high score flashes in attract mode).

Public 24 and 25 are the one pair the printed chart and the ROM cross. The chart gives the 3000 value lamp Q25 on connector pin J1-6, and the lane lamp "L. 3 FROM TOP STAR ROLL-OVER" connector pin J1-5. The ROM's sweep makes public 24 the 3000 lamp, and the lamp-driver schematic draws J1 pin 5 at Q24 and pin 6 at Q25 (the chart prints Q27 for the lane lamp, the transistor it also gives SCORPIO, a misprint of Q24). Public 24 therefore reaches Q25 and public 25 reaches Q24. The Ali record pairs public 24 with Q24 and 25 with Q25; both are unused lamps there, so nothing in that record tested the pairing.

Switches

All forty matrix addresses (five strobes by eight returns) are used, and the ROM's switch test displays each public address N as N (checked for every address 1 to 40, with the display flashing 0 when everything is open), so the manual's printed numbers are the public addresses. Every matrix contact is normally open: the manual calls them gold-plated contact switches adjusted to a 1/16 inch gap, the ROM treats public 1 as closed, and and the retained switch test displays a switch's number while its public address is 1. The matrix drawing prints a capacitor symbol across the contacts of switches 7, 8, 10, 11, 15 to 21, 31, 32 and 36 to 40; no other switch has one.

  • 1 to 3 coin chutes (left, centre, right), 6 credit, 7 tilt (ball roll and plumb bob in parallel, with a panel tilt), 8 slam, tilt board and vibration.
  • 4 left spinner, 5 right spinner and 9 centre spinner. The manual calls 9 "SPIN TARGET (CENTER)" and puts it at the upper-left lane mouth; each closure scores 200 in the ROM.
  • 10, 11, 17 to 21, 31, 32 and 38 to 40 are the twelve zodiac stand-ups; each scores 1,000 and lights its sign lamp (names and the open question about 19 and 20 below).
  • 12, 13, 14 left, right and centre thumper bumper skirts; 15 right and 16 left slingshot. The ROM scores 1,000 per thumper hit and 10 per slingshot hit.
  • Three drop-target banks: 22, 23, 24 (left bank, bottom to top), 25, 26, 27 (upper-left bank, left to right), 28, 29, 30 (right bank, top to bottom). Each target holds its switch closed while down.
  • 33 outhole, 34 right and 35 left outlane (5,000 each in the ROM), 36 right and 37 left star roll-over buttons (the ROM scored 4,000 for the first closure of 36, 2,000 for 37).
  • Cabinet flipper buttons are public 82 (lower right) and 84 (lower left), declared by the Stern VPinMAME library; 81 and 83 are the generic upper-flipper positions and do nothing on this game. Each lower flipper's end-of-stroke contact is hard-wired, closed at rest, and is not a PinMAME address (the controller profile lists them as the two direct contacts).

Switches 19 and 20 are an open conflict. The matrix prints 19 as SCORPIO and 20 as LIBRA, and the factory switch drawing puts 20 at the left end of the upper-right arch with 19 beside it. The ROM, though, lights the Libra lamp (public 2) when 19 closes and the Scorpio lamp (public 18) when 20 closes, the retained table puts 19 left of 20 beside the Libra constellation, and the playfield art puts each sign's lamp insert beside its target. The record follows the ROM for the sign association and keeps both targets' provenance conflicted and their placements observed (the callout check below does not cover them). A recreation should pair each target with the lamp the ROM lights for its switch; which of the two stands further left is the part nobody here can settle, since the ROM and table are consistent with each other and so are the two manual pages. A switch test on a production machine, or a playfield photograph that shows which sign is printed beside the apex target, would settle it.

Flippers, relay, general illumination, coin lockout

  • The lower flipper circuits are hard-wired, dual-winding J-25-475/34-4500 assemblies on the 43 V solenoid supply. The cabinet button, not a driver transistor, switches each flipper, and the flipper enable relay (public 19) gates both. The ROM raises it when a credit starts a game, holds it until game over, drops it on a tilt and raises it again when the next ball is served; in attract mode the buttons do nothing. PinMAME publishes the generic flipper callbacks 46 (right) and 48 (left); it also sets 45 and 47 (sLRFlipPow and sLLFlipPow) in the same press, fabricating both bits together for a cabinet-wired flipper. Only 46 and 48 are addressable outputs in the controller profile, and no source here says which physical winding 45 or 47 stands for.
  • The manual's solenoid list prints the relay's position as ENABLE REPLAY; the schematic names the load wired there the flipper enable relay. The ROM behaviour is the relay's, so the label here is the schematic's.
  • Public 18 is the coin lockout coil, energized from power-up through attract mode and game over, as the manual says. The knocker is public 6; the retained ROM never fired it in the gameplay probes, so its address rests on the burn-in test order, the manual and the table's callback.
  • There is no general-illumination output. The schematics draw one general-illumination lamp supply (GEN. ILLUM, 6 VAC on A2J1-8 with return A2J1-1) and no relay or driver in it, and PinMAME publishes no GI string. The retained table switches its own GI on two seconds after start for display purposes only. Treat the playfield general illumination as always on.
  • Five momentary positions (public 9, 10, 13, 14 and 15) and two continuous ones (17 and 20) are wired but fitted with nothing: the manual's solenoid list prints them OPEN, the parts list names no coil for them, and the burn-in test fires them as part of its sweep. The schematic labels the public-20 load BALL KICKER; the manual and the parts list disagree, so it stays unused.

Lamps

Fifty-nine lamp circuits are fitted and one (public 15, Q6) is not. The playfield carries, among others: the twelve zodiac sign inserts; bonus inserts 1K to 12K in the star ring plus 12,000 and 24,000; the eight spinner-and-bank value inserts; the four zodiac target value lamps (1000 to 4000); the 1X to 4X multiplier column; left and right outlane lites; the left-bank (extra ball) and right-bank (special) lites; two spinner lites; and the star roll-over lane arrows, whose four lamps (public 9, 25, 41, 57) the table lights in both lower lanes (the chart gives no bulb counts, so no quantity is stated). Shoot Again (public 11) is one SCR reaching two connector pins, which the table treats as a playfield insert and a backglass reel it reads from the lamp; no bulb count is stated. High score, game over, tilt and match are backglass lamps.

Two circuits have no retained location. The chart lists "L. B 1" (public 31) and "L. B 3 STAR ROLL" (public 47), the retained table binds no light to them, and in play the ROM flashes 31 in lockstep with 9 and 47 with 41, which suggests they are the opposite-side bulbs of two lane arrows. Nothing retained shows where they sit, so they are enumerated, named and wired but carry no placement.

Spatial evidence

Placements come from the retained VPW table's objects, normalized to its playfield bounds (see the geometry excerpt for the exact object behind each address and for the lamp lights). The 57 table lights all lie in dark insert holes of the table's embedded playfield scan, which shows each sits on an insert but cannot tell same-sized inserts apart. The art identifies the socket of 22 lamp numbers by itself (the twelve signs by their constellation drawings, the eight spinner-and-bank values by their printed 500 to 4000, and the two captioned lites, extra ball and special), and those placements are validated; every other lamp placement rests on the table's light-to-lamp-number binding alone and stays observed. The switch and coil placements were checked against the manual's two factory location drawings (switch drawing PDF 19, solenoid drawing PDF 21) with tools/drawing_callouts.py: every number on each drawing was read independently from gridded tiles of the retained render, the controls were the three bumper rings and the two flipper pivots, and a placement validates when its own callout lands within 0.07 normalized under both fits. Thirty-five of the forty-two checked placements validate. The seven that do not stay observed: the outhole switch and the outhole kicker (the drawing prints 33 and 10 in open space between the flippers, while the table's drain hole is right of centre, as the playfield art's outhole slot is), the two flipper coils (the drawing prints 15 beside, not on, each flipper), the left slingshot coil, and the left and right drop-bank reset coils, which sit on a hidden assembly behind each bank and are projected onto the bank's middle target. The left slingshot switch (16) is unchecked because the switch drawing prints no number there, and the end-of-stroke contacts are unchecked because no drawing numbers them.

Mechanisms and ball path

  • One ball, no trough. The ball drains into the outhole between the flipper bays (switch 33), the ROM scores the bonus, and the outhole kicker (public 12) kicks it to the shooter lane, where the player launches it with the plunger. A credit with the ball waiting kicks it at once and resets all three drop banks in the same moment.
  • Three drop banks, each with a single shared reset coil (public 7 for the lower-left bank, public 3 for the upper-left bank, public 4 for the right bank, called LEFT DROP TARGET, TOP DROP BANK and RIGHT DROP BANK by the manual). Completing a bank fires its reset after a short pause; the retained ROM pulsed it several times. Hitting a target of the upper-left bank stops the flashing value lite and fixes the centre spinner's value; completing the lower-left or the right bank advances the bonus multiplier (to 10x); the lower-left bank's middle target scores the extra ball when lit; the right bank scores the special when lit.
  • Bumpers and slingshots. The ROM fires each coil from its own switch: 12 fires public 5, 13 fires 11, 14 fires 8; 15 fires 1 and 16 fires 2 (the reversed-looking pairs are the ROM's own and confirmed one switch at a time).
  • Tilt. Closing public 7 in play dropped public 19 in the retained run; flippers and the centre bumper then did nothing until the ball drained and the next ball was served.

Displays and sound

Four seven-digit player displays (controller indices 0 to 3, segment starts 1, 9, 17 and 25), a two-digit credits display (index 4, start 35) and a two-digit ball-in-play and match display (index 5, start 38). The manual's self-test text describes six-digit counts, but its attract description counts digits 1 to 7 and its recommended high-score levels reach 9,990,000, and the ROM's player displays have seven positions; the definition follows the seven. Sound is the Stern ST300 board and adds no playfield devices.

Recreation checklist

  • Build every address in the definition, including the seven wired-but-unfitted solenoid positions and public lamp 15, and keep printed numbers as aliases of the public addresses.
  • One ball, outhole at the bottom centre feeding a shooter lane; three drop banks with one reset coil each, raised at game start and after completion.
  • Flippers are cabinet-wired and gated by the enable relay; do not model a separate flipper driver.
  • No general-illumination control: playfield GI is always on.
  • Zodiac targets light the sign lamp the ROM pairs with their switch; keep 19 and 20 paired by the ROM until the conflict is resolved.
  • Keep lamps 31 and 47 enumerated; place them only once a source shows where they sit.

Sources

  • IPDB 2346 (retained Internet Archive capture of the machine page) and the IPDB-hosted Stern manual and schematic scans: the manual is image-only, so every excerpt is a transcription read from the rendered page, with the printed numbers, wire colours and connector pins as printed, and a crop of the drawing where the fact is a drawing.
  • The retained known-working VPX table (VPW v2.0.0), its pinned script and the retained Stern and core VPinMAME libraries.
  • Runtime evidence: ten isolated LibPinMAME harness runs (burn-in on all three drivers, the solenoid test, the switch test over all forty addresses, and gameplay probes of coils, zodiac lamps, flippers, idle lamps and tilt), summarized in evidence/runtime/by35/star-gazer-1980-harness.json; raw runs, scenarios and hashes are listed there and ROM bytes stay external.
  • Pinned PinMAME source (stgames.c, by35.c, by35.h) for the driver declarations, the seven-digit layout, the lamp strobe and the cabinet-port rewrite.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
stargzrbStar Gazer (modified rules rev. 9)
A 2006 modified-rules ROM set (IPDB's Home ROM V9) for the same hardware: PinMAME declares the same game data as the production set and the retained burn-in run published the same sixty lamp and nineteen solenoid addresses in the same test order.
2006stargzridentical
stargzrStar Gazer
The 1980 production ROM set (U1, U2, U5 and U6 from the manual's parts list) and the reference for this definition.
1980—identical
stargzfpStar Gazer (Free Play)
Stern free-play ROMs for the same hardware: the same game data (GEN_STMPU200, seven-digit displays, the left-flipper configuration, ST300 sound) and, in the retained burn-in run, the same sixty lamp and nineteen solenoid addresses in the same test order.
1980stargzridentical

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

Pinball memory maps

External source LGPL-3.0-only1 map

RAM layouts published by an independent project and mirrored here at a pinned commit. They are not part of this machine’s definition: nothing below was used as evidence for the definition, and none of it counts towards coverage. Check claims against the upstream project.

Commit
d8693b9

This program makes use of content from the Pinball Memory Maps project.

m200-7digit-A.map.json

stern-m200v4format 0.8

maps/stern/m200/m200-7digit-A.map.json

Applies to ROMs
stargzr
Also covers
biggamecheetahcheetah2cheetahbcheetahb2flight2kquicksilseawitch
Sections
adjustmentsauditsgame_statehigh_scores

stern-m200 defines the RAM layout this map’s offsets are read against — the map is not interpretable without it.

Evidence

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

  • PinMAME catalog

    BSD-3-Clause

    pinmame.catalog.8371478a7640

    PinmameGetGames entries stargzr, stargzfp (clone of stargzr) and stargzrb (clone of stargzr)

    by
    PinMAME contributors
    rev
    8371478a7640
  • PinMAME source

    BSD-3-Clause

    pinmame.core.8371478a7640

    Source locations

    src/wpc/stgames.c lines 7-16 (dispst6 and dispst7 layouts) and 887-917 (stargzr, stargzfp and stargzrb: GEN_STMPU200, dispst7, FLIP_SW(FLIP_L), SNDBRD_ST300; ST200_ROMSTART8888 ROM sets); src/wpc/by35.c (pia handlers, by35_lampStrobe, SWITCH_UPDATE cabinet port); src/wpc/by35.h

    src/wpc/stgames.c:7src/wpc/by35.csrc/wpc/by35.hlines 7-16 (dispst6 and dispst7 layouts) and 887-917
    by
    PinMAME contributors
    rev
    8371478a7640
  • Human review

    controller-profile.pinmame-stern-mpu200

    Controller profile pinmame.stern-mpu200: public ranges for switches, the two direct flipper end-of-stroke identities, option switches, solenoids and lamps

    internal:controllers/pinmame/stern-mpu200.json
    by
    pinmame-game-defs contributors
    rev
    8371478a7640
  • Human review

    ipdb.2346

    Source locations

    IPDB machine id 2346: Star Gazer, Stern Electronics, Incorporated, Chicago, August 1980, model number 127, MPU Stern M-200, four players, 869 units, design by Brian Poklacki, art by Gerry Simkus; notable features line 'Flippers (2), Pop bumpers (3), Slingshots (2), 3-bank drop targets (3), Spinning targets (3), Stand-up targets (12, one for each Zodiac sign)'. The manual's own parts list heads its table 'STAR GAZER #127', matching the model number, and every count matches the enumerated devices. IPDB answers plain HTTP with 403; the retained page is the Internet Archive capture https://web.archive.org/web/20250119091028id_/https://www.ipdb.org/machine.cgi?id=2346 and lists the manual and schematic files this definition cites, a game-ROM zip and a home ROM V9.

    ipdb.orglines 'Flippers (2), Pop bumpers (3), Slingshots (2), 3-bank drop targets (3), Spinning targets (3), Stand-up targets (12, one for each Zodiac sign)'. The manual's own parts list heads its table 'STAR GAZER #127', matching the model number, and every count matches the enumerated devices. IPDB answers plain HTTP with 403
    by
    The Internet Pinball Database
    sha256
    cdb1cb74b368…
  • Operator manual

    manual.stern.star-gazer.1980

    Source locations

    23-page scan of the Stern Star Gazer #127 game manual, image-only (no text layer; read from renders). PDF page 5-6: general operation and self test; pages 8-10: feature operation and scoring; page 11: MPU option-switch assignment; pages 12-15: option-switch prose; page 16: parts list; page 18: switch identification; page 19: switch locations; page 20: solenoid identification; page 21: solenoid locations; page 22: MPU-200 jumpers and flipper wiring.

    external:pinmame-manuals/by-machine/stern.star-gazer.1980/ipdb/Stern_1980_Star_Gazer_Manual.pdf
    by
    Stern Electronics, Inc.; hosted by IPDB
    sha256
    0cd28e0b807c…
  • Operator manual

    schematic.stern.star-gazer.1980

    Source locations

    Four 2960 x 2000 scans. PDF page 1: transformer schematic 12B-16B-6A; page 2: playfield sheet with the switch matrix, coil block, general illumination lamp and the LDA lamp chart; page 3: solenoid driver / voltage regulator schematic; page 4: lamp driver schematic 2B-4315-127 sheet 1 of 3 with a second copy of the lamp chart.

    external:pinmame-manuals/by-machine/stern.star-gazer.1980/ipdb/Stern_1980_Star_Gazer_Schematic_Diagrams_paginated.pdf
    by
    Stern Electronics, Inc.; hosted by IPDB
    sha256
    d99a94939a23…
  • VPX script

    vpinmame-library.stern-vbs

    stern.vbs (header 'Last Updated in VBS v3.61') and core.vbs (SHA-256 a228644ec9714e32c5c6764254b151dc3ec9df2c438dd5a7ce9e9f324cc56f69), the VPinMAME libraries the table loads: cabinet-switch constants and key handlers.

    external:pinmame-vpx-sources/stern/star-gazer-1980/library/stern.vbs
    by
    VPinMAME contributors
    sha256
    b835ce5b0c11…
  • VPX script

    vpx-script.star-gazer.v2-0-0

    Star Gazer (Stern 1980) v2.0.0.vbs: cGameName stargzr, SolCallback and flipper callbacks, switch and lamp bindings, backglass lamp reads. The embedded script of the retained table equals this file except for whitespace.

    by
    UnclePaulie, VPW contributors and vpxtable_scripts contributors
    rev
    0c036bb61b4b
    sha256
    6227ec5440f3…
  • VPX table

    vpx-table.star-gazer.v2-0-0

    Source locations

    vpxtool git:v0.33.3 extraction, canonical manifest 0d5764e06bd013668c6d43ed552125533be59396e2915b812755de4c2bcb43ec; playfield bounds left=0 top=0 right=952.941 bottom=1976.471, so normalized coordinates are x/952.941 and y/1976.471. Lamp positions are the centers of the Light objects whose TimerInterval is the public lamp number; switch positions are the objects the script binds (see the geometry excerpt).

    external:pinmame-vpx-sources/stern/star-gazer-1980/source/Star Gazer (Stern 1980) v2.0.0.vpx
    by
    UnclePaulie, VPW contributors
    sha256
    b15a49d69021…
  • Human review

    drawing-callouts.star-gazer.2026-10-02

    Source locations

    2026-10-02 factory location-drawing callout check of the manual's switch drawing (PDF 19, printed 18) and solenoid drawing (PDF 21, printed 20): every callout transcribed independently on gridded tiles of the retained renders, one verifier correction recorded with its reason, per-page control and callout fits; a table placement whose own callout lands within 0.07 normalized under both fits is validated (tools/drawing_callouts.py). Reads and overlays are retained under review-artifacts with a pinned manifest.

    internal:tools/seeds/stern/star-gazer-1980-callouts.json
    by
    pinmame-game-defs contributors
    sha256
    140af98d7300…
  • Runtime run

    runtime.star-gazer.harness

    Source locations

    Pinned LibPinMAME harness runs of stargzr, stargzfp and stargzrb from empty NVRAM: the burn-in test, the solenoid test paired with its displayed numbers, the switch test over all forty matrix addresses, and gameplay probes of coils, zodiac lamps, flippers and tilt. Raw runs, scenarios and hashes are listed in the summary.

    internal:evidence/runtime/by35/star-gazer-1980-harness.json
    by
    Generated locally from pinned PinMAME and the user-authorized ROM corpus; ROM bytes remain external
    rev
    8371478a7640
    sha256
    9fab94a16b88…

Something wrong or missing?

This definition still has 2 unmet requirements, listed under Missing data below. Fixes belong in the definition itself — editing on GitHub forks it for you and opens the pull request.

Cite a source for anything you change — a manual page, a line in a working VPX script, PinMAME source, or a reading from the machine's own service menu. Claims without provenance cannot be validated.

Same platform

Missing data

What this game definition still needs to reach 100% and become author-ready.

  • Physical device locations

    Establish validated playfield locations for every physical sensor, actuator and light emitter, including bulb counts and justified projections.

  • Conflicting evidence

    Obtain the evidence needed to settle the remaining disagreements about the physical machine.

Recorded completion blockers

Blockers

  • Unplaced used devices: lamp.left-b-1-lamp (public lamp 31), lamp.left-b-3-star-roll-lamp (public lamp 47).
  • Open conflict conflict.stand-up-switches-19-20-order: the two stand-up switches at the left of the upper-right arch; both placements stay observed.
  • Placements that stay observed: device.left-drop-bank-reset.effect, device.left-flipper.effect, device.left-slingshot.effect, device.outhole-kicker.effect, device.right-drop-bank-reset.effect, device.right-flipper.effect, lamp.bonus-10k.emitter-1, lamp.bonus-11k.emitter-1, lamp.bonus-12-000.emitter-1, lamp.bonus-12k.emitter-1, lamp.bonus-1k.emitter-1, lamp.bonus-24-000.emitter-1, lamp.bonus-2k.emitter-1, lamp.bonus-3k.emitter-1, lamp.bonus-4k.emitter-1, lamp.bonus-5k.emitter-1, lamp.bonus-6k.emitter-1, lamp.bonus-7k.emitter-1, lamp.bonus-8k.emitter-1, lamp.bonus-9k.emitter-1, lamp.bonus-multiplier-1x.emitter-1, lamp.bonus-multiplier-2x.emitter-1, lamp.bonus-multiplier-3x.emitter-1, lamp.bonus-multiplier-4x.emitter-1, lamp.left-3-from-top-star-roll-over.emitter-1, lamp.left-3-from-top-star-roll-over.emitter-2, lamp.left-b-3-star-roll-over.emitter-1, lamp.left-b-3-star-roll-over.emitter-2, lamp.left-outlane-lite.emitter-1, lamp.left-right-b-4-star-roll-over.emitter-1, lamp.left-right-b-4-star-roll-over.emitter-2, lamp.left-spinner-lite.emitter-1, lamp.right-outlane-lite.emitter-1, lamp.right-spinner-lite.emitter-1, lamp.shoot-again.emitter-1, lamp.star-roll-over-bottom.emitter-1, lamp.star-roll-over-bottom.emitter-2, lamp.zodiac-target-1000.emitter-1, lamp.zodiac-target-2000.emitter-1, lamp.zodiac-target-3000.emitter-1, lamp.zodiac-target-4000.emitter-1, switch.left-flipper-end-of-stroke.sensor, switch.left-slingshot.sensor, switch.libra-stand-up-target.sensor, switch.outhole.sensor, switch.right-flipper-end-of-stroke.sensor, switch.scorpio-stand-up-target.sensor.

See knowledge/stern/star-gazer-1980.md for the evidence and the resolution path.

Read the curation report

Missing locations · 2

  • Left B 1 lamp
    Device evidence and notes

    Chart row 'L. B 1' on transistor Q19 (2N5060), connector LDA J2-15, wire BLU. No retained source places this lamp. The chart lists it as a circuit, the table binds no light to it, and the retained ROM drives it in lockstep with public 9 in play. Whether it is the opposite-side bulb of that lane arrow or something else is not settled, so it carries no placement.

  • Left B 3 star roll lamp
    Device evidence and notes

    Chart row 'L. B 3 STAR ROLL' on transistor Q31 (2N5060), connector LDA J2-2, wire B. No retained source places this lamp. The chart lists it as a circuit, the table binds no light to it, and the retained ROM drives it in lockstep with public 41 in play. Whether it is the opposite-side bulb of that lane arrow or something else is not settled, so it carries no placement.

Evidence needed to settle conflicts

  • Stand up switches 19 20 order

    a photograph or a switch test of a production machine showing which stand-up on the upper-right arch reports as switch 19, or a playfield photograph that names the sign printed beside each of the first two arch targets. The retained ROM, table and manual cannot settle it, because the ROM and table are internally consistent and the manual's two pages agree with each other.