OPERATOR REFERENCE GUIDE

Installation and User Guide

A plain-language guide to installation, jumper settings, game rules, diagnostics, and service tests

The one rule to remember

No decimal point means a score. A decimal point means the machine is talking to you.

Bally Home Replacement Controller | Firmware 2.30

Contents

Installation

Follow this procedure to replace the original power-supply and controller boards with the Bally Home replacement system.

Safety and compatibility

WARNING: Switch the pinball machine off and unplug it from the wall outlet before opening the cabinet or disconnecting any wiring. Never perform installation work while the machine is energized.

IMPORTANT: The original power-supply board is not compatible with the replacement system and MUST be removed. Do not attempt to operate the replacement controller with the original power-supply board installed.

Board installation

  1. Confirm that the machine is switched off and unplugged from the wall outlet.
  2. Locate the original power-supply board on the lower rear wall inside the pinball cabinet.
  3. Disconnect the two original wiring-harness connectors from the power-supply board, then remove the original board from the cabinet.
  4. Install and securely fasten the new jumper board in place of the original power-supply board. Connect the two original wiring-harness connectors to the matching connectors on the jumper board.IMPORTANT - SYSTEM 1 TRANSFORMER CONNECTOR J2 (CONN A): Some machines use a 9-pin transformer connector instead of a 10-pin connector. With a 9-pin connector, mate the yellow-wire terminal with the bottom board pin; the top board pin will remain without a mating socket. The connector's plastic keyway plug must align with J2's missing pin at position 4. When the yellow wire is at the bottom and the keyway lines up, the connector is correctly positioned. Do not force the connector.
  5. Remove the original controller board and securely install the replacement controller. Connect the original wiring as shown in the applicable System 1 or System 2 connection diagram.
  6. Verify that both replacement boards are secure, every connector is fully seated, and all wiring is safely routed before closing the cabinet.

Initial power-up

  1. Plug the pinball machine into the wall outlet and switch it on.
  2. Observe the startup display and confirm that the controller completes its power-on checks.
  3. If a 9.xx message appears, use the Power-on error chart and troubleshooting instructions in this guide to identify and correct the reported switch fault.

Game setup jumpers

JP1, JP2, and JP3 are three-pin selectors with identical functions on System 1 and System 2. Pin 1 has a board marking. The controller reads these settings only at power-up.

WARNING: Switch the machine off and unplug it before moving any jumper. Never move a shunt while the controller is powered.

How to change a setting

1. Switch the machine off and unplug it from the wall outlet.

2. Locate JP1, JP2, or JP3 on the replacement controller and identify the pin-1 end from the board marking.

3. Pull the removable shunt straight off the two pins. Do not twist or bend the header pins.

4. Install the shunt over pins 1-2 or pins 2-3 as listed below. The center pin, pin 2, must always be covered.

5. Recheck the shunt, reconnect wall power, and switch on to apply the setting. Always cover two pins.

Jumper

Shunt position

Selected setting

What the setting does

JP1

Pins 1-2

Enhanced rules

Enables enhanced speech, the first-pass top-lane award, ball save, and the repeating timed standup-target feature.

JP1

Pins 2-3

Standard rules

Uses the standard scoring, bonus, extra-ball, player, and ball sequence without enhanced speech or timed features.

JP2

Pins 1-2

100,000-point step

Awards score-based extra balls at 100,000, 200,000, and 300,000 points for each player.

JP2

Pins 2-3

50,000-point step

Awards score-based extra balls at 50,000, 100,000, and 150,000 points for each player.

JP3

Pins 1-2

TEST

Starts the ten-page service-test sequence at power-up.

JP3

Pins 2-3

NORMAL

Starts normal attract and gameplay operation after the power-on switch check.

When settings take effect

Standard game rules

With power off, set JP1 to pins 2-3, then power on for Standard play. These rules also provide the foundation for Enhanced play, which adds the features described in the next section.

Starting a game and adding players

Reliable ball delivery

If the ball lifts out of the drain trough and falls straight back before the launch is confirmed, the controller tries again without using another ball or changing players. It allows up to five attempts, then stops and displays 10.20 if the ball still cannot be delivered.

Player and ball order

Playfield scoring

These base awards and bonus requirements apply in both Standard and Enhanced play. Enhanced awards are added to the normal points and stored bonus.

Switch or feature

Standard scoring and action

S1-S4 - top letter lanes

Every closure scores 1,000 points and adds 1,000 stored bonus, whether its letter lamp is on or off. A lit matching letter turns off on its first hit. When all four letters are off, award 25,000 points and relight all four so the bank may be completed again without limit during the ball.

S5, S6, S9 - number targets

Every hit scores 500 and stores 1,000 bonus. It alternates the lit extra-ball lane (L21/L22). A first hit turns off its number lamp and qualifies Double Bonus. Collect all three numbers and a full four-letter bank for Triple Bonus.

S7 - left thumper bumper

Scores 100 points and pulses the left thumper coil.

S8 - right thumper bumper

Scores 100 points and pulses the right thumper coil.

S10 and S11 - spinners

Score 100 points for each accepted closure. Fast spinner contacts use the short spinner debounce so rapid turns are captured; a held contact cannot score repeatedly.

S12 and S13 - side-rubber switches

Each hit scores 50 points and adds 1,000 stored bonus.

S14/S15 - left lower slingshot

Scores 100 points and pulses its coil. The lower slingshots share a 500 ms scoring-and-coil lockout to suppress rubber and playfield bounce.

S16/S17 - right lower slingshot

Scores 100 points and pulses its coil. It shares the same 500 ms lockout with the left lower slingshot.

S18 and S19 - lower inside rollovers

Each closure scores 500 points and adds 1,000 stored bonus.

S21 and S22 - lower outside lanes

Each closure always scores 500 points. If that lane's L21 or L22 Extra Ball When Lit lamp is on, it also awards an extra ball. These lane switches never alternate the lit side.

S20 - ball trough/drain

After the launched ball has left the trough, the next valid closure ends the ball, counts the stored bonus, and advances to the next player or ball unless an extra ball or enhanced ball save applies.

TILT

Turns off the controlled coils, cancels the current player's stored bonus and multiplier, and forfeits the current ball when it returns to the trough.

Bonus and multiplier rules

Extra-ball rules

End of game

After the last selected player's fifth ball and any earned extra balls are complete, GAME OVER lights and the four-place high-score leaderboard begins cycling.

Four-place high-score leaderboard

Enhanced (advanced) game rules

With power off, set JP1 to pins 1-2, then power on for Enhanced play. All Standard scoring, stored bonus, multipliers, extra-ball rules, and player order remain active. Enhanced mode adds spoken prompts, a first-pass top-lane award on each serve, a one-use ball save, repeating standup-target challenges, and a faster bonus count.

Musical cues and enhanced speech

Musical cues mark game events, and Enhanced mode adds spoken prompts such as "Let's Play," "Double Bonus," and "Extra Ball." Both flashing-light challenges use "Shoot the flashing light" to announce an opportunity and "Big score" when you collect the extra 10,000 points. Routine scoring tones do not interrupt an active spoken instruction.

Sound cue

When it plays

Beethoven's Fifth - public-domain composition

The first START press begins a new game.

Original top-lane chime

Accepted S1-S4 top rollover closures. A successful Enhanced flashing-lane award uses "Big score" instead.

Original double-bonus rise

The first hit on any uncollected numbered target qualifies Double Bonus.

Original triple-bonus fanfare

All three numbered targets and a complete four-letter bank qualify Triple Bonus.

Original extra-ball celebration

The current player earns an extra ball.

Original tilt warning

The current ball is tilted.

Original game-over close

The final selected player completes the game.

Let's Play - Enhanced speech

After the new-game cue on the first START press.

Double Bonus - Enhanced speech

After the Double Bonus cue when Double Bonus first qualifies.

Triple Bonus - Enhanced speech

After the Triple Bonus cue when Triple Bonus first qualifies.

Extra Ball - Enhanced speech

After the extra-ball cue when an extra ball is awarded.

Shoot the Flashing Light - Enhanced speech

A new serve starts the top-lane opportunity, or a timed S5/S6/S9 target opportunity begins.

Big Score - Enhanced speech

The first top-lane hit matches the flashing lane, or the active timed standup target is hit, earning 10,000 extra points.

Game Over - Enhanced speech

After the game-over cue at the end of the final player's game.

Aim for the flashing top lane

Enhanced ball save

Flashing standup targets

Bonus at the end of the ball

Enhanced mode adds your end-of-ball bonus about 20% faster than Standard mode. You still receive the full amount, including every Double or Triple Bonus pass. Flashing bonus storage lights help you track additional 10,000-point blocks during play.

How to read the display

The decimal point separates system information from ordinary scoring. The number before the decimal identifies the test or message family. The digits after it identify the item being examined.

Display format

Plain-language meaning

T.xx

Test number followed by a one- or two-digit item number

T.xxx

The same format when an item needs three digits

9.xx

A switch problem found during the power-on check

2.30

The installed firmware version

Examples

Displaying the installed firmware version

During normal attract or gameplay operation, briefly press TEST ADVANCE to display the installed firmware version for about 30 seconds. The controller then returns to the current player's score or the high-score display. This does not enter service mode when JP3 was set to NORMAL at power-up.

Brownout and coil-reset messages

A startup message from 10.02 through 10.06 means the controller detected a brownout reset while the identified coil output was active. The controller switches off all controlled coils and lamps and remains latched in this safe state.

Switch the machine off and unplug it. Inspect the identified mechanism, coil, driver wiring, connectors, fuses, and power supply for binding, shorts, poor connections, or voltage collapse. Correct the cause before restoring power. The event remains recorded in Test 7 until that log is cleared.

Power-on switch check

At startup, the controller checks the playfield before allowing a game to begin. This machine uses microswitches. In this guide, open and closed describe the electrical state reported to the controller: a microswitch should report open when its actuator is released and closed when the playfield mechanism presses the actuator. Every playfield microswitch should report open except S20, which should report closed because the ball is resting in the trough. Each detected fault is recorded once in the persistent error log. The controller's response depends on whether the microswitch belongs to a spinner, an ordinary point/control feature, or a coil-driving safety circuit.

How startup responds

Spinner advisory - S10 or S11 flashes as 9.10 or 9.11 and beeps three times. The fault is logged once, but the game is allowed to continue and the spinner remains usable.

Ordinary switch lockout - A closed non-spinner, non-coil switch flashes and beeps three times, is logged once, and has its function disabled until the next restart. The game then continues.

Safety halt - S7, S8, S14/S15, S16/S17, and S20 hold the 9.xx message and prevent startup. The controller keeps scanning and proceeds automatically only after the fault clears.

Power-on error chart

Display

Playfield component or cabinet control

9.01

Leftmost top rollover lane (S1)

9.02

Left-center top rollover lane (S2)

9.03

Right-center top rollover lane (S3)

9.04

Rightmost top rollover lane (S4)

9.05

Number 2 stand-up target (S5)

9.06

Number 1 stand-up target (S6)

9.07

Left thumper bumper (S7)

9.08

Right thumper bumper (S8)

9.09

Number 3 stand-up target (S9)

9.10

Left spinner target (S10)

9.11

Right spinner target (S11)

9.12

Left side-rubber switch (S12)

9.13

Right side-rubber switch (S13)

9.14

Left lower slingshot - combined S14/S15 circuit

9.16

Right lower slingshot - combined S16/S17 circuit

9.18

Left lower inside rollover (S18)

9.19

Right lower inside rollover (S19)

9.20

Ball-return/trough switch (S20)

9.21

Left lower outside extra-ball rollover (S21)

9.22

Right lower outside extra-ball rollover (S22)

9.23

Cabinet pendulum tilt switch

9.24

Cabinet start button

There are no separate 9.15 or 9.17 messages because S14/S15 and S16/S17 are shared electrical circuits.

What to do when an error appears

  1. Write down the displayed number, or review it later in Test 7.
  2. If startup is halted, switch the machine off before inspecting the playfield.
  3. Locate the indicated switch.
  4. Look for a trapped ball, a sticking microswitch actuator, a cracked or broken solder joint, a damaged circuit-board pad or trace, shorted wiring, or a failed microswitch.
  5. Correct the problem and restart the machine so the boot test can evaluate the switch again.

Startup self-test bypass

Use this procedure when troubleshooting requires the machine to enter normal game mode even though the power-on switch check would otherwise stop at a 9.xx message. The bypass does not repair, ignore, or clear the physical switch problem.

  1. Switch the machine off.
  2. Press and hold the TEST ADVANCE switch.
  3. Switch the machine on while continuing to hold TEST ADVANCE.
  4. Release TEST ADVANCE after the startup version appears. The controller skips the power-on switch self-test and proceeds to normal operation.

Important: The bypass applies only to the power-on switch self-test. If JP3 is set to TEST (pins 1-2), the controller still enters service-test mode. Always locate and correct the switch fault before returning the machine to unattended or customer operation.

Gameplay stuck-switch lockout

The controller uses an automatic two-second gameplay lockout to limit the effect of a switch that becomes stuck after play begins. This runtime protection is separate from the boot lockout and does not conceal switch states from Test 2 diagnostics.

Troubleshooting note: A feature that works once and then stops responding until its microswitch opens is a strong indication that the switch remained closed long enough to activate the runtime lockout. Inspect for a trapped ball, a sticking actuator, a cracked or broken solder joint, a damaged circuit-board pad or trace, a failed microswitch, or a shorted switch wire.

Special case: 9.20

Confirm that the ball is physically sitting in the trough and pressing S20.

Safety

Never reach inside the machine while power is applied.

Troubleshooting

Safety first: Turn the machine off and unplug it before inspecting or replacing microswitches, resoldering connections, repairing wiring, checking coils, or replacing a fuse. Do not bypass a startup safety lockout.

Unexpected restart

The controller uses an internal two-second watchdog. If software stops servicing the watchdog, the controller restarts and repeats its startup checks. A version screen followed by startup messages can indicate a restart. Record any messages and use the power-on error chart when investigating an unexpected restart.

9.20 - Ball-trough switch fault

Error 9.20 means the controller does not see ball-trough microswitch S20 closed. Confirm that a ball is present in the trough at the drain position and is pressing the S20 actuator. If the ball is present, inspect S20 for a sticking actuator, a cracked or broken solder joint, a damaged circuit-board pad or trace, loose or broken wiring, or a failed microswitch. Repair the fault before continuing; the game will remain in the startup check until S20 reports the correct state.

A playfield switch does not score

A switch may stop scoring because of a mechanical or electrical fault or a startup lockout. If an ordinary non-spinner scoring switch is closed at startup, the display flashes its 9.xx code three times and logs the fault. The switch stays disabled until the next restart. Correct the fault, then restart to repeat the power-on check. Use Test 2 to view live switch states and Test 7 to review stored faults.

9.10 or 9.11 - Spinner resting-position warning

Error 9.10 identifies the left spinner (S10); error 9.11 identifies the right spinner (S11). A spinner microswitch should normally report open with its actuator released. These warnings are advisory, so the game may continue and the spinner may appear to work. However, a sticking or failed microswitch, broken solder joint, damaged circuit-board trace, or wiring fault can produce extra or missed pulses, causing the spinner to over-score or under-score. Confirm that the spinner mechanism presses and releases the actuator freely, then inspect the solder joints, circuit-board pads and traces, connectors, and wiring. Replace the microswitch if it does not change state cleanly.

A 9.xx error remains displayed and gameplay will not start

This is a safety halt. Startup stops if S7, S8, S14/S15, or S16/S17 is closed, or if S20 is open. The first four circuits operate coil-driven playfield mechanisms; S20 confirms that the ball is in the trough. A continuously energized coil can overheat and damage the coil, driver components, wiring, or nearby cabinet parts. Do not bypass the warning. Turn the machine off, unplug it, and repair the switch, mechanism, or wiring fault. After power is restored, the controller proceeds only when these switch states are valid.

Flippers do not operate

The most likely first cause is an open flipper fuse on the jumper board installed in the original power-supply-board location. Before replacing the fuse, turn the machine off and unplug it, then correct the cause of the failure, such as a stuck flipper mechanism, shorted wiring, or a damaged coil. Replace the fuse only with a 2.5 A slow-blow fuse, also called a time-delay fuse, of the same voltage rating and physical type. Never install a higher-current fuse or bypass the fuse. If the replacement fuse opens again, stop using the machine and diagnose the flipper circuit before making another replacement.

Service-test chart

With power off, set JP3 to TEST (pins 1-2), then power on. The controller saves this selection at startup and remains in service mode until restarted with JP3 set to NORMAL. Service mode contains ten test pages, numbered 0 through 9. The number before the decimal point is the test page; the number after it identifies the item or state currently being checked.

Navigating service mode

Test

Display

Purpose

0

0.00

Display test

1

1.xx

Lamp test

2

2.xx

Switch test

3

3.xx

Sound test

4

4.xx

Solenoid test

5

5.on / 5.oFF

All-lamps test

6

6.burn

Burn-in stress test

7

7.xx / 10.xx

Persistent switch and brownout error log

8

8.xx

Gated manual lamp connection test

9

9.00 / 9.99

High-score reset

Test 0 - Display test

The display first shows 0.00 for one second so the operator knows test page 0 is selected. It then cycles 000000 through 999999. All six positions participate, making missing segments, weak digits, and mismatched digits easy to see.

Test 1 - Lamp test

One lamp turns on at a time. The display shows its diagnostic number. See the chart below.

Display

Designation

Bulb location text / function

1.01

GAME OVER

Game Over

1.02

L1

Bonus-advance feature 1 (paired with S1)

1.03

L2

Bonus-advance feature 2 (paired with S2)

1.04

L3

Bonus-advance feature 3 (paired with S3)

1.05

L4

Bonus-advance feature 4 (paired with S4)

1.06

L5

Bonus (paired with S5 Left stand up target)

1.07

L6

Bonus (paired with S6 Right stand up target)

1.08

L7

Double Bonus

1.09

L8

Triple Bonus

1.10

L9

Bonus (paired with S9 top middle stand up target)

1.11

L10

10,000 bonus

1.12

L11

9,000 bonus

1.13

L12

8,000 bonus

1.14

L13

7,000 bonus

1.15

L14

6,000 bonus

1.16

L15

5,000 bonus

1.17

L16

4,000 bonus

1.18

L17

3,000 bonus

1.19

L18

2,000 bonus

1.20

L19

1,000 bonus

1.21

L20

Same Player Shoots Again

1.22

L21

Lower outside Extra Ball When Lit left side (L21 side)

1.23

L22

Lower outside Extra Ball When Lit right side (L22 side)

1.24

B1

Ball 1 in Play

1.25

B2

Ball 2 in Play

1.26

B3

Ball 3 in Play

1.27

B4

Ball 4 in Play

1.28

B5

Ball 5 in Play

1.29

P1

Player 1 Up

1.30

P2

Player 2 Up

1.31

P3

Player 3 Up

1.32

P4

Player 4 Up

Designation note

The L, B, and P labels are the electrical identifiers used by the matrix and firmware. The final column gives the plain-language playfield text or recorded function for locating the bulb.

Test 2 - Switch test

The display identifies a switch while it is closed. A recently pressed switch remains visible briefly so there is time to read it. If several switches are closed, their numbers rotate on the display.

Display

Meaning

2.00

No switch detected

2.07

Switch S7 is closed

2.20

Trough switch S20 is closed

2.23

Tilt switch is closed

2.24

Start button is pressed

Test 2 uses the same switch numbers as the power-on chart, but begins with 2 instead of 9.

Test 3 - Sound test

The sound test cycles through the eight-note scale, a six-note rising calibration cue, and the programmed scoring and gameplay cues. The item number identifies the note or sequence currently playing, making a missing, weak, or distorted sound easier to isolate.

Use VOLUME to set the level of the test tones. The same control sets game tones and Enhanced speech.

Display

Sound

3.01-3.08

Eight-note scale

3.09-3.14

Original rising calibration cue, one note at a time

3.20-3.32

Programmed score tones and gameplay cues

Test 4 - Solenoid test

The solenoid test automatically pulses SOL2 through SOL6 in sequence. The display identifies the active output, each pulse is limited to 50 ms, and the sequence advances to the next output once per second.

Display

Mechanism

4.00

Page selected; automatic sequence begins

4.02

Ball-eject solenoid

4.03

Left slingshot

4.04

Right slingshot

4.05

Left thumper bumper

4.06

Right thumper bumper

Built-in protection

Each activation is a short 50 ms pulse. To stop the sequence, switch power off and return JP3 to NORMAL (pins 2-3). All coil outputs turn off at power-down.

Test 5 - All-lamps test

All matrix lamps alternate on and off once per second. The display shows 5.on while they are energized and 5.oFF while they are off. This quickly reveals a dark lamp, weak connection, or row/return problem.

Test 6 - Burn-in test

The display shows 6.burn while all matrix lamps alternate every 500 ms, SOL2 through SOL6 receive a 50 ms pulse one output per second, and the programmed gameplay sounds repeat. Switch inputs are not exercised. This is a continuous stress test; remain with the machine and press TEST ADVANCE to continue to Test 7.

Test 7 - Persistent error log

Test 7 displays the unique switch faults recorded by the power-on check and any coil-attributed brownout events. Switch faults rotate once per second as 7.xx messages; brownout events appear as 10.02 through 10.06 for coils 2 through 6. The display shows 7.00 when the log is empty. Each unique fault is stored once and remains available after power is removed.

Test 8 - Manual lamp connection test

At 8.00, hold TEST ADVANCE for two seconds to enter. A short press skips the manual lamp test and advances to Test 9.

Test 9 - High-score reset

The display shows 9.00 when this page is selected. Hold TEST ADVANCE for two seconds to erase all four saved high-score positions. The display changes to 9.99 and a confirmation tone sounds when the reset is complete. Release TEST ADVANCE after the confirmation appears. A short press does not erase any score; it returns to Test 0.

REFERENCE - PLAYFIELD SWITCH AND COIL LOCATIONS

Existing playfield reference diagram