Centaur

Partial

Bally1981BY35bally.centaur.1981

1 unresolved conflict

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

Aux lamp 113 unidentified

Affects
output 113
Disagreeing sources
Operator manual
Runtime run

Public lamp 113 is a fitted auxiliary circuit - decoder U3B output Q0 through SCR Q7 and resistor R15 to A9J2-11 - but it is the only one of the twelve whose function the factory schematic leaves blank, while the genuinely unused pins beside it are marked N/U. No retained source states what it lights or where it sits, so the record is fail-closed: the circuit is enumerated and its wiring recorded, but it carries no spatial placement and no semantic function.

Centaur has three top lanes, printed as switches 03, 04 and 05, so the tempting reading that it completes a fourth lane has nothing behind it, and none of the four retained community tables from 2020 to 2025 models the address. The harness routing sheet (drawing W-1255-2, page 46) adds one clue: it lists wire routing number 18 against A9J2-11, but the function cell is blank there too.

The routing number is a wire label (the same field is called 'wire' in the Fathom transcription), not a main-matrix lamp address, so it does not identify the feature. A LibPinMAME gameplay-harness run confirmed the circuit is electrically fitted: the ROM cycles 113 in attract mode alongside the other three top-lane lamps (65, 81, 97), proving the circuit is live and addressable, but gameplay observation is blocked because By35 machines require a physical ball in the outhole for the kicker to fire, which the harness cannot simulate.

What would settle it

a Centaur playfield insert map that reaches A9J2-11, a photograph of an unrestored machine with the A9 harness visible showing which playfield socket the A9J2-11 wire feeds, or a lamp test on real hardware observing what lights while public 113 is driven. A LibPinMAME trace cannot settle it, because PinMAME reports the matrix bit rather than the bulb it reaches.

outputs[binding.device=113]

Wire it up

what an authoring tool needs first
Bind this ROM
centaur

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

Controller platform
pinmame.by35

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
  • Match and ball in play, two digits2 digits
Address space
Switches
-7–84 (53)
Solenoids
1–48 (21)
Lamps
1–116 (76)
DIP
1–32 (32)
Cabinet & flipper inputs
21flipper.lower.left.button6cabinet.start9cabinet.coin10cabinet.coin11cabinet.coin15cabinet.tilt16cabinet.slam-tilt

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

117 placements · 10 stacked · normalised player view · outline is nominal

3 Top Right Lane4 Top Middle Lane5 Top Left Lane28 Outhole · 7 Outhole Kicker12 Top Left Lane R.O. Button, ORBS 2 Back Targets and Target Behind Right Thumper Bumper12 Top Left Lane R.O. Button, ORBS 2 Back Targets and Target Behind Right Thumper Bumper12 Top Left Lane R.O. Button, ORBS 2 Back Targets and Target Behind Right Thumper Bumper12 Top Left Lane R.O. Button, ORBS 2 Back Targets and Target Behind Right Thumper Bumper18 Left Side R.O. Button18 Left Side R.O. Button19 ORBS Right Lane Target20 Inline Back Target22 Reset 1-4 Targets, Target24 Top Spot 1-4 Target225 Right 4 Drop Target "4" (Bottom) · 5 Right 4 Drop Target "4" (Bottom)326 Right 4 Drop Target "3" · 4 Right 4 Drop Target "3" · 9 4 Right Drop Target Reset227 Right 4 Drop Target "2" · 3 Right 4 Drop Target "2"228 Right 4 Drop Target "1" (Top) · 2 Right 4 Drop Target "1" (Top)29 "S" Drop Target30 "B" Drop Target31 "R" Drop Target32 "O" Drop Target34 10 Point Rebound34 10 Point Rebound34 10 Point Rebound337 Right Slingshot · 66 Right Slingshot Illumination · 13 Right Slingshot338 Left Slingshot · 82 Left Slingshot Illumination · 12 Left Slingshot339 Right Thumper Bumper · 98 Right Thumper Bumper Illumination · 11 Right Thumper Bumper340 Left Thumper Bumper · 114 Left Thumper Bumper Illumination · 10 Left Thumper Bumper41 1st Inline Drop Target242 2nd Inline Drop Target · 8 Inline Drop Target Reset43 3rd Inline Drop Target44 4th Inline Drop Target45 Right Outlane46 Right Return Lane47 Left Return Lane48 Left Outlane2 1K Bonus3 5K Bonus4 9K Bonus5 2X Bonus6 Right Out Rollover7 Right Drop Target 80 Arrow8 "S" Drop Target Arrow9 10 Chamber10 50 Chamber12 #1 Captive Orbs14 Orbs Special15 Right Lane 2X17 Release Orb18 2K Bonus19 6K Bonus20 10K Bonus21 3X Bonus22 Right Return Rollover23 Right Drop Target 40 Arrow24 "B" Drop Target Arrow25 20 Chamber26 20K Bonus28 #2 Captive Orbs30 Orbs 50,00031 Right Lane 3X33 Right Lane Release Orbs34 3K Bonus35 7K Bonus36 Chambers Release37 4X Bonus38 Left Return Rollover39 Right Drop Target 20 Arrow40 "R" Drop Target Arrow41 30 Chamber42 40K Bonus44 #3 Captive Orbs46 Reset 1-4 Arrow47 Right Lane 4X49 Collect Bonus Arrow50 4K Bonus51 8K Bonus52 Chambers Special53 5X Bonus54 Left Out Rollover55 Right Drop Target 10 Arrow56 "O" Drop Target Arrow57 40 Chamber58 60K Bonus59 Credit Indicator60 #4 Captive Orbs62 Spot 1-463 Right Lane 5X65 Top Left Lane67 #1 Chamber (from bottom)81 Top Middle Lane83 #2 Chamber97 Top Right Lane99 #3 Chamber115 #4 Chamber (top)1 ORBS Target Reset14 Ball Kick to Playfield15 Ball Release20 Magnet46 Lower right flipper48 Lower left flipper

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 playfield63
  • sensorsenses the ball37
  • effectmoves the ball17
  • nStackseveral devices in one spot10
111 devices shown

Not on the playfield32 dip switch, 20 cabinet or service, 12 unused, 6 internal nonvisual — 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.

53 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.

53 shown
# Name Device ID Role Evidence
-7
Self Test
Button
switch.self-test
service.self-test
validated
-6
CPU Diagnose
Button
switch.cpu-diagnose
service.cpu-diagnostic
validated
-5
Sound Diagnose
Button
switch.sound-diagnose
service.sound-diagnostic
validated
1
4th Ball Trough
Leaf
switch.4th-ball-trough
internal.trough
validated
2
5th Ball Trough
Leaf
switch.5th-ball-trough
internal.trough
validated
3
Top Right Lane
Leaf
switch.top-right-lane
validated
4
Top Middle Lane
Leaf
switch.top-middle-lane
validated
5
Top Left Lane
Leaf
switch.top-left-lane
validated
6
Credit Button
Button
switch.credit-button
cabinet.start
validated
7
Unused matrix position 7
Leaf
switch.unused-7
validated
8
Outhole
Leaf
switch.outhole
validated
9
Coin III (Right)
Button
switch.coin-3-right
cabinet.coin
validated
10
Coin I (Left)
Button
switch.coin-1-left
cabinet.coin
validated
11
Coin II (Middle)
Button
switch.coin-2-middle
cabinet.coin
validated
12
Top Left Lane R.O. Button, ORBS 2 Back Targets and Target Behind Right Thumper Bumper
Leaf
switch.shared-top-left-lane-orbs-back-thumper-target
validated
13
Unused matrix position 13
Leaf
switch.unused-13
validated
14
Unused matrix position 14
Leaf
switch.unused-14
validated
15
Tilt
Tilt
switch.tilt
cabinet.tilt
validated
16
Slam
Tilt
switch.slam
cabinet.slam-tilt
validated
17
1st Ball Trough
Leaf
switch.1st-ball-trough
internal.trough
validated
18
Left Side R.O. Button
Leaf
switch.left-side-r-o-button
validated
19
ORBS Right Lane Target
Leaf
switch.orbs-right-lane-target
validated
20
Inline Back Target
Leaf
switch.inline-back-target
validated
21
Left & Right Flipper Button
Button
switch.flipper-buttons
flipper.lower.left.buttonflipper.lower.right.button
validated
22
Reset 1-4 Targets, Target
Leaf
switch.reset-1-4-targets-target
validated
23
Unused matrix position 23
Leaf
switch.unused-23
validated
24
Top Spot 1-4 Target
Leaf
switch.top-spot-1-4-target
validated
25
Right 4 Drop Target "4" (Bottom)
Leaf
switch.right-4-drop-target-4-bottom
validated
26
Right 4 Drop Target "3"
Leaf
switch.right-4-drop-target-3
validated
27
Right 4 Drop Target "2"
Leaf
switch.right-4-drop-target-2
validated
28
Right 4 Drop Target "1" (Top)
Leaf
switch.right-4-drop-target-1-top
validated
29
"S" Drop Target
Leaf
switch.s-drop-target
validated
30
"B" Drop Target
Leaf
switch.b-drop-target
validated
31
"R" Drop Target
Leaf
switch.r-drop-target
validated
32
"O" Drop Target
Leaf
switch.o-drop-target
validated
33
End of Trough
Leaf
switch.end-of-trough
internal.trough
validated
34
10 Point Rebound
Leaf
switch.10-point-rebound
validated
35
Unused matrix position 35
Leaf
switch.unused-35
validated
36
Unused matrix position 36
Leaf
switch.unused-36
validated
37
Right Slingshot
Leaf
switch.right-slingshot
validated
38
Left Slingshot
Leaf
switch.left-slingshot
validated
39
Right Thumper Bumper
Leaf
switch.right-thumper-bumper
validated
40
Left Thumper Bumper
Leaf
switch.left-thumper-bumper
validated
41
1st Inline Drop Target
Leaf
switch.1st-inline-drop-target
validated
42
2nd Inline Drop Target
Leaf
switch.2nd-inline-drop-target
validated
43
3rd Inline Drop Target
Leaf
switch.3rd-inline-drop-target
validated
44
4th Inline Drop Target
Leaf
switch.4th-inline-drop-target
validated
45
Right Outlane
Leaf
switch.right-outlane
validated
46
Right Return Lane
Leaf
switch.right-return-lane
validated
47
Left Return Lane
Leaf
switch.left-return-lane
validated
48
Left Outlane
Leaf
switch.left-outlane
validated
82
Lower Right Flipper
Button
switch.flipper-lower-right
internal.unused.flipper
validated
84
Lower Left Flipper
Button
switch.flipper-lower-left
internal.unused.flipper
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 Evidence
1
ORBS Target Reset
device.orbs-target-reset Coil
validated
2
Right 4 Drop Target "1" (Top)
device.right-4-drop-target-1-top Coil
validated
3
Right 4 Drop Target "2"
device.right-4-drop-target-2 Coil
validated
4
Right 4 Drop Target "3"
device.right-4-drop-target-3 Coil
validated
5
Right 4 Drop Target "4" (Bottom)
device.right-4-drop-target-4-bottom Coil
validated
6
Knocker
device.knocker Coil
cabinet.knocker
validated
7
Outhole Kicker
device.outhole-kicker Coil
validated
8
Inline Drop Target Reset
device.inline-drop-target-reset Coil
validated
9
4 Right Drop Target Reset
device.right-4-drop-target-reset Coil
validated
10
Left Thumper Bumper
device.left-thumper-bumper Coil
validated
11
Right Thumper Bumper
device.right-thumper-bumper Coil
validated
12
Left Slingshot
device.left-slingshot Coil
validated
13
Right Slingshot
device.right-slingshot Coil
validated
14
Ball Kick to Playfield
device.ball-kick-to-playfield Coil
validated
15
Ball Release
device.ball-release Coil
validated
18
Coin Lockout Door
device.coin-lockout-door Coil
cabinet.coin-door
validated
19
K1 Relay (Flipper Enable)
device.k1-relay-flipper-enable Relay
cabinet.relay
validated
20
Magnet
device.magnet Magnet
validated
46
Lower right flipper
device.flipper-lower-right Coil
validated
48
Lower left flipper
device.flipper-lower-left Coil
validated

Lamps

75

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
81–88
89–96
97–104
105–112
113–120
Hover or tap an address to identify it.
75 shown
# Name Device ID Role Evidence
2
1K Bonus
lamp.middle-1
validated
3
5K Bonus
lamp.middle-5
validated
4
9K Bonus
lamp.middle-9
validated
5
2X Bonus
lamp.middle-2x
validated
6
Right Out Rollover
lamp.5k-4-right
validated
7
Right Drop Target 80 Arrow
lamp.right-drop-80
validated
8
"S" Drop Target Arrow
lamp.center-drop-s
validated
9
10 Chamber
lamp.left-lane-10
validated
10
50 Chamber
lamp.left-lane-50
validated
11
Shoot Again
lamp.unnamed-11
cabinet.insert-panel
validated
12
#1 Captive Orbs
lamp.bottom-1
validated
13
Ball in Play
lamp.unnamed-13
cabinet.insert-panel
validated
14
Orbs Special
lamp.center-spl
validated
15
Right Lane 2X
lamp.bonus-2x
validated
17
Release Orb
lamp.when-lit
validated
18
2K Bonus
lamp.middle-2
validated
19
6K Bonus
lamp.middle-6
validated
20
10K Bonus
lamp.middle-10
validated
21
3X Bonus
lamp.middle-3x
validated
22
Right Return Rollover
lamp.5k-3
validated
23
Right Drop Target 40 Arrow
lamp.right-drop-40
validated
24
"B" Drop Target Arrow
lamp.center-drop-b
validated
25
20 Chamber
lamp.left-lane-20
validated
26
20K Bonus
lamp.middle-20
validated
27
Match
lamp.unnamed-27
cabinet.insert-panel
validated
28
#2 Captive Orbs
lamp.bottom-2
validated
29
High Score to Date
lamp.unnamed-29
cabinet.insert-panel
validated
30
Orbs 50,000
lamp.center-50
validated
31
Right Lane 3X
lamp.bonus-3x
validated
33
Right Lane Release Orbs
lamp.release-right-lane
validated
34
3K Bonus
lamp.middle-3
validated
35
7K Bonus
lamp.middle-7
validated
36
Chambers Release
lamp.release-top-left
validated
37
4X Bonus
lamp.middle-4x
validated
38
Left Return Rollover
lamp.5k-2
validated
39
Right Drop Target 20 Arrow
lamp.right-drop-20
validated
40
"R" Drop Target Arrow
lamp.center-drop-r
validated
41
30 Chamber
lamp.left-lane-30
validated
42
40K Bonus
lamp.middle-40
validated
43
Tilt Warning
lamp.unnamed-43
cabinet.insert-panel
validated
44
#3 Captive Orbs
lamp.bottom-3
validated
45
Game Over
lamp.unnamed-45
cabinet.insert-panel
validated
46
Reset 1-4 Arrow
lamp.left-resets-1-4-targets-arrow
validated
47
Right Lane 4X
lamp.bonus-4x
validated
49
Collect Bonus Arrow
lamp.collect-bonus-arrow
validated
50
4K Bonus
lamp.middle-4
validated
51
8K Bonus
lamp.middle-8
validated
52
Chambers Special
lamp.spl-top-left
validated
53
5X Bonus
lamp.middle-5x
validated
54
Left Out Rollover
lamp.5k-1-left
validated
55
Right Drop Target 10 Arrow
lamp.right-drop-10
validated
56
"O" Drop Target Arrow
lamp.center-drop-o
validated
57
40 Chamber
lamp.left-lane-40
validated
58
60K Bonus
lamp.middle-60
validated
59
Credit Indicator
lamp.bottom-left
cabinet.insert-panel
validated
60
#4 Captive Orbs
lamp.bottom-4
validated
61
Tilt
lamp.unnamed-61
cabinet.insert-panel
validated
62
Spot 1-4
lamp.green-round-top-right
validated
63
Right Lane 5X
lamp.bonus-5x
validated
65
Top Left Lane
lamp.rollover-1-left
validated
66
Right Slingshot Illumination
lamp.unnamed-66
validated
67
#1 Chamber (from bottom)
lamp.unnamed-67
validated
68
Unpopulated auxiliary matrix position 68
lamp.unpopulated-aux-68
validated
81
Top Middle Lane
lamp.rollover-2
validated
82
Left Slingshot Illumination
lamp.unnamed-82
validated
83
#2 Chamber
lamp.unnamed-83
validated
84
Unpopulated auxiliary matrix position 84
lamp.unpopulated-aux-84
validated
97
Top Right Lane
lamp.rollover-3-right
validated
98
Right Thumper Bumper Illumination
lamp.right-thumper-bumper
validated
99
#3 Chamber
lamp.unnamed-99
validated
100
Unpopulated auxiliary matrix position 100
lamp.unpopulated-aux-100
validated
113
Auxiliary lamp driver circuit A9J2-11 (function not printed)
lamp.aux-j2-11
validated
114
Left Thumper Bumper Illumination
lamp.left-thumper-bumper
validated
115
#4 Chamber (top)
lamp.unnamed-115
validated
116
Unpopulated auxiliary matrix position 116
lamp.unpopulated-aux-116
validated

Configuration & other inputs

32 shown
# Name Device ID Evidence
1
Coin chute #1 (hinge side) credits-per-coin selector bit 5
Dip
dip.option-switch-1 validated
2
Coin chute #1 (hinge side) credits-per-coin selector bit 4
Dip
dip.option-switch-2 validated
3
Coin chute #1 (hinge side) credits-per-coin selector bit 3
Dip
dip.option-switch-3 validated
4
Coin chute #1 (hinge side) credits-per-coin selector bit 2
Dip
dip.option-switch-4 validated
5
Coin chute #1 (hinge side) credits-per-coin selector bit 1
Dip
dip.option-switch-5 validated
6
2X/3X/4X/5X bonus lite carry-over
Dip
dip.option-switch-6 validated
7
All bonus lites carry-over
Dip
dip.option-switch-7 validated
8
Right 4 drop targets reset
Dip
dip.option-switch-8 validated
9
Coin chute #3 (right side) credits-per-coin selector bit 5
Dip
dip.option-switch-9 validated
10
Coin chute #3 (right side) credits-per-coin selector bit 4
Dip
dip.option-switch-10 validated
11
Coin chute #3 (right side) credits-per-coin selector bit 3
Dip
dip.option-switch-11 validated
12
Coin chute #3 (right side) credits-per-coin selector bit 2
Dip
dip.option-switch-12 validated
13
Coin chute #3 (right side) credits-per-coin selector bit 1
Dip
dip.option-switch-13 validated
14
In-line drop target feature lite
Dip
dip.option-switch-14 validated
15
Captive 1-4 Orbs lite carry-over
Dip
dip.option-switch-15 validated
16
Guardian Orb liberal/conservative
Dip
dip.option-switch-16 validated
17
Coin chute #2 (centre) credits-per-coin selector bit 1
Dip
dip.option-switch-17 validated
18
Coin chute #2 (centre) credits-per-coin selector bit 2
Dip
dip.option-switch-18 validated
19
Coin chute #2 (centre) credits-per-coin selector bit 3
Dip
dip.option-switch-19 validated
20
Coin chute #2 (centre) credits-per-coin selector bit 4
Dip
dip.option-switch-20 validated
21
Last ball release liberal/conservative
Dip
dip.option-switch-21 validated
22
Orbs initialization
Dip
dip.option-switch-22 validated
23
Game Over tilt
Dip
dip.option-switch-23 validated
24
Right target release lite carry-over
Dip
dip.option-switch-24 validated
25
Maximum credits selector bit 1
Dip
dip.option-switch-25 validated
26
Maximum credits selector bit 2
Dip
dip.option-switch-26 validated
27
Credit display
Dip
dip.option-switch-27 validated
28
Match feature
Dip
dip.option-switch-28 validated
29
Replays collected per game
Dip
dip.option-switch-29 validated
30
Game Over animation
Dip
dip.option-switch-30 validated
31
Balls per game selector bit 1
Dip
dip.option-switch-31 validated
32
Balls per game selector bit 2
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.

Right four-bank drop targets (Sequence feature)

mech.right-four-drop-target-bank

Drop Target Bank

Four drop targets in a column on the right, numbered 1 at the top to 4 at the bottom. Unusually for a drop-target bank each target has its own down coil as well as sharing one bank reset coil, so the ROM can drop a single target rather than only reset the whole bank; the parts list counts four Individual Drop Target coils (CJ-31-2000) plus one of the three Drop Target Reset coils (NO-26-1900). Home state is all four up, and a target's switch closes as it falls. The Sequence feature scores these 500 and one bonus advance when unlit, but hitting them in order 1-2-3-4 scores 10,000, 20,000, 40,000 and 80,000 with 1, 2, 4 and 8 advances and lights the right release target; hitting them in any order lights the right lane target for collect bonus. Option switch 8 selects whether any targets down reset for the next ball, or only targets dropped in sequence 1-3.

ORBS drop target bank

mech.orbs-drop-target-bank

Drop Target Bank

Four drop targets spelling O-R-B-S, laid out left to right as O, R, B, S across the middle of the playfield. One shared reset coil and no individual down coils, so the bank resets only as a whole and its home state is all four up. Knocking all four down adds a ball to the captive-orb store and releases another ball into play; completing them in order releases one captive ball. The two back targets behind the bank share switch address 12 with two other devices.

In-line drop target bank (Chamber feature)

mech.inline-drop-target-bank

Drop Target Bank

Four drop targets in line along the left side, the first at the bottom and the fourth at the top, with a back target behind them. One shared reset coil, no individual down coils, home state all four up. This is the Chamber feature, and it is the mechanism most likely to be recreated wrongly: the player does not hit these targets directly. A ball captured in the chamber, when struck by the player's ball, runs down the lane and knocks the in-line targets over in sequence. The targets score 10,000 to 50,000 when lit, starting at 10,000 at the beginning of a game and increasing as they are hit, and entering by way of the left side rollover button doubles the lit value. Option switch 14 selects whether a lit value carries to the next ball or resets to 10,000.

Power Orb captive-ball store

mech.captive-orb-store

Kicker

Centaur's multiball, and the mechanism a recreation is most likely to model as physical when it is not. The manual is explicit that captured balls are not held anywhere the player can see: balls are not physically held in storage on the playfield, but instead they are represented by lights. Between one and four balls may be captive at once, shown on the four Captive Orbs lamps, and the balls themselves wait below the playfield and reach the playfield again through a ramp and kicker arrangement. Three routes release a ball: striking either of the two release targets frees every captive ball at once, completing the four guardian rollovers releases one, and completing the O-R-B-S targets in order releases one. Option switch 15 selects whether lit orbs survive the end of a ball, 22 whether each ball starts with at least one orb lit, 24 whether a lit release target stays lit, and 21 the last-ball release behaviour. Model the captive count as game state, not as balls resting in a visible saucer. This mechanism deliberately declares no actuators or sensors of its own: it owns no hardware. The balls it tracks are the ones in the trough, and releasing one is the trough firing its ball release and ball kick to playfield coils, so those belong to mech.ball-trough. What is specific to the Power Orb feature is the captive count and the release rules, not a separate physical device.

Ball trough and outhole

mech.ball-trough

Kicker

A drained ball closes the outhole switch. The outhole kicker lifts it into the trough, where the trough switches count the balls held. The ball release coil frees one ball and the ball kick to playfield coil puts it into play. Note the numbering trap the ROM's self test settles: printed solenoid 14 Ball Release is public 15, and printed 15 Ball Kick to Playfield is public 14, so the two are transposed against their public addresses. The printed switch table gives trough positions 1, 4 and 5 plus End of Trough, so model the trough as a queue rather than a single ball store.

Upper right magnet

mech.upper-right-magnet

Other

A single magnet at the upper right of the playfield, shown in Figure V as solenoid 18 near the ORBS right lane target. It has no sensor of its own: the ROM energises it to hold or divert a ball passing the upper right and nothing reports the ball back. Both retained scripts bind it, and the retained table models it with a dedicated trigger volume, which is where its recorded coordinate comes from.

Drives

Lower flippers and K1 enable relay

mech.flippers

Other

Two lower flippers and no upper flipper. Both flipper buttons are wired to the single matrix address 21, so the definition cannot tell left from right at the controller: a recreation reads its own buttons and uses the address only to know that a button is down. The coils are not driver-board outputs; they are switched by the K1 relay, which the ROM energises through continuous output public 19, together with the button contacts. That is why they carry no Self Test number, and why energising K1 is effectively the game-on signal. PinMAME synthesises public 46 and 48 so a consumer has something to bind, and both retained scripts use them.

Thumper bumpers

mech.thumper-bumpers

Other

Two thumper bumpers in the upper middle of the playfield, the left one lower and further left than the right. Each is a self-contained skirt switch and coil pair: the skirt switch closes when a ball strikes it and the ROM pulses the matching coil. Each also carries its own lamp on the auxiliary lamp driver.

Slingshots

mech.slingshots

Other

Two slingshots above the flippers. Each has a switch that closes when a ball strikes the rubber and a coil the ROM pulses in response, and each carries its own lamp on the auxiliary lamp driver. Both retained scripts drive them as pulse switches rather than holding them closed.

Knocker

mech.knocker

Other

A single coil that strikes the cabinet to announce a replay. Figure V places it in the cabinet rather than on the playfield, so it carries a controlled not-applicable spatial record, and it has no sensor.

Drives

Recreation notes

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

Coverage
partial

Bally game #1239, 1981, IPDB 476. Four-player, five-ball, black-and-white playfield with a Squawk & Talk speech board. This is the project's first Bally MPU AS-2518-35 machine, so it introduced the pinmame.by35 controller profile that every later BY35-driver machine should reuse.

Physical family

centaur is the 1981 production ROM. centaura (2004) and centaurb (2008, rev. 27) are the Bally/Oliver free-play ROMs: later firmware for the same physical machine, not new games. Their release years do not create new physical titles.

centauri and centaurj are Inder's unrelated 1979 Spanish machine. They share only the name and must stay a separate record.

The solenoid numbering trap

This is the fact most likely to be got wrong, and it is worth stating plainly because the available sources state it three different ways.

The manual's solenoid identification table is headed "Self Test #". That column is the order in which the ROM's solenoid test pulses each coil. It is not the PinMAME public solenoid address. PinMAME writes a four-bit selector to PIA1:B and sets bit selector, so the public address is selector + 1, and the ROM's test order is unrelated to that.

Printed page 13 gives the way to resolve it:

Pressing the Self-Test button again causes each solenoid to be energized, one at a time, in a continuous sequence. ... The number appearing on the Player Score displays is the same as the number assigned to the solenoid.

Booting the ROM and watching that test therefore publishes the mapping directly, and it is the mapping the definition carries:

Self test Device Public address
01 Outhole kicker 7
02 Knocker 6
03 Inline drop target reset 8
04 4 right drop target reset 9
05 Left thumper bumper 10
06 Right thumper bumper 11
07 Left slingshot 12
08 Right slingshot 13
09 ORBS target reset 1
10 Right 4 drop target "1" (top) 2
11 Right 4 drop target "2" 3
12 Right 4 drop target "3" 4
13 Right 4 drop target "4" (bottom) 5
14 Ball release 15
15 Ball kick to playfield 14
16 Coin lockout door 18
17 K1 relay (flipper enable) 19
18 Magnet 20

Three traps follow:

  1. Printed 14 and 15 are transposed against public 14 and 15. The numbers collide but the devices swap. Ball release is public 15; ball kick to playfield is public 14.
  2. Public 7 is the outhole kicker. Both retained community scripts label it a release to the shooter lane (SolBallRelease, SRelease), so the community naming is wrong here.
  3. Public 17 is the sixth switch-column strobe, not a coil. The identification table accounts for only three continuous devices, at printed 16, 17 and 18, which are public 18, 19 and 20. The ROM asserts public 17 and never releases it, so it is not an empty slot either. It is resolved as ST5 on converging grounds: 48 switches is six columns while PIA0:A supplies five strobes and the schematic shows ST5 originating at a different MPU connector; PinMAME's LISY bridge special-cases Centaur (lisy35.c case 7) and masks that bit out of the coil data as a strobe line; and the trace shows it asserted continuously once scanning starts, which is exactly how a strobe looks through by35.c, which OR-accumulates solenoid state within each VBLANK window. Do not read the absence of a pulse on a continuous output as evidence that it is unused - a held line never pulses. Kiss corroborates the reading from the other direction: it is a five-column game, does not need a sixth strobe, and uses public 17 for a real playfield coil.

The continuous assignments are independently confirmed by PinMAME's own LISY bridge, which drives real Bally hardware from this driver and names continuous bit 1 the coin lockout and bit 2 the flipper-enable relay - public 18 and 19.

The legacy import this record grew from had two defects that the self test exposes: it omitted public solenoid 4 entirely, which shifted the right four-bank labels by one and left address 5 carrying the label for target "3", and it had no magnet at all.

Flippers

Centaur's flipper coils are switched by the K1 relay rather than by a driver-board output, which is why they carry no solenoid number of their own and why energising that relay is effectively the game-on signal. The retained standalone script uses public 19 exactly that way, for nudge handling. Both flipper buttons are wired to the single matrix address 21. PinMAME also maintains a generic flipper-button column at 81-88, but Centaur declares FLIP_SW(FLIP_L) with no FLIP_SWNO, so FLIP_SWL and FLIP_SWR are zero, core_updateSw never copies that column into the game matrix, and the ROM - which strobes only columns 1-6 - never reads it. Those addresses are not a mirror of 21 and nothing populates them; they are retained only because the legacy corpus bound them.

Shared switch addresses

Centaur wires several physical contacts in parallel onto one address, so a recreation cannot tell which one closed. The manual prints the quantity in parentheses:

  • 12 - the top left lane rollover button, the ORBS two back targets, and the target behind the right thumper bumper: three printed descriptions, four physical devices, one address.
  • 15 Tilt (3), 16 Slam (2), 18 Left side rollover button (2), 34 10 point rebound (5).
  • 21 - both flipper buttons.

Matrix positions 07, 13, 14, 23, 35 and 36 are printed blank: the positions exist, Centaur wires nothing to them. The seven label conflicts this record inherited from the two legacy sources are all resolved from the manual, and in every case the platform-level source was right and the game-level source wrong. Position 07 is the exception where neither was right: one called it Tilt, the other left it generic, and the manual prints nothing there because tilt is position 15.

Displays

dispBy7: four seven-digit player score displays and two two-digit displays for credits and for match/ball-in-play. The parts list matches, with one AS-2518-54 and four AS-2518-58 display driver modules. PinMAME also publishes a seventh display, a 128x32 composite it renders from the segment data; that is an emulator artifact and not a physical device, so the definition declares six.

Lamps

The AS-2518-23 lamp driver module carries sixty outputs, and its parts list counts exactly sixty SCRs. PinMAME's lamp strobe ignores the decoder selector value 0x0f and advances two matrix columns per data bit, so the public addresses are 1-15, 17-31, 33-47 and 49-63. Note that the skipped value is a selector, not a public address: public lamp 15 is a real, addressable output. What the skip produces is the gaps at 16, 32, 48 and 64, which are unreachable decoder slots rather than unused lamps.

Centaur also carries an Auxiliary Lamp Driver A9 (AS-2518-43), which centaurGameData declares as lampCol = 8. That reserves a second board's worth of addresses at 65-79, 81-95, 97-111 and 113-127, of which only sixteen are reachable: 65-68, 81-84, 97-100 and 113-116.

The board's schematic is printed in the Centaur manual itself, on page 51 of the Installation and General Game Operation Instructions, with every J2 pin's function annotated. Tracing it settles the auxiliary inventory completely. Each lamp data line enables one MC14555B decoder half - PD0 to U2A, PD1 to U2B, PD2 to U3A, PD3 to U3B - and the two latched address bits select Q0, Q1 or Q2 of that half. Q3 is marked N/U on all four halves, which is why four halves times three used outputs is the twelve SCRs the parts list counts, and why latched address 3 reaches no bulb on any data line. Public 68, 84, 100 and 116 are therefore bare matrix positions with no socket behind them. The retained community table drives playfield star inserts from three of those addresses; that is the table author's invention, not something the board can light.

public decoder SCR A9J2 printed function
65 U2A Q0 Q6 7 TOP LEFT LANE
66 U2A Q1 Q5 6 RIGHT SLINGSHOT
67 U2A Q2 Q4 5 #1 CHAMBER (2) (FROM BOTTOM)
81 U2B Q0 Q1 1 TOP MIDDLE LANE
82 U2B Q1 Q2 2 LEFT SLINGSHOT
83 U2B Q2 Q3 3 #2 CHAMBER (2)
97 U3A Q0 Q12 18 TOP RIGHT LANE
98 U3A Q1 Q11 19 RIGHT THUMPER BUMPER
99 U3A Q2 Q10 20 #3 CHAMBER (2)
113 U3B Q0 Q7 11 (blank)
114 U3B Q1 Q8 12 LEFT THUMPER BUMPER
115 U3B Q2 Q9 17 #4 CHAMBER (2) (TOP)

Each circuit lights a pair of bulbs, so the twelve drive twenty-four lamps.

The two outer top lanes are the opposite way round from the community table. The table binds its top right lane insert to public 65 and its top left lane insert to public 97; the factory sheet wires A9J2-7 to TOP LEFT LANE and A9J2-18 to TOP RIGHT LANE. The manual is ground truth for physical wiring, and the same traced chain reproduces the table's other nine auxiliary assignments exactly, so this is a binding mistake in the table rather than a fault in the derivation. A recreation that copies the table lights the wrong outer lane.

The legacy corpus bound sixty lamps spread across 2-114, which is neither the main board's sixty outputs nor a coherent subset of both boards. That inventory is now closed from the schematics rather than carried over: the main board's sixty circuits and the auxiliary board's twelve are identified through the decoder-to-SCR-to-connector chain, and 68, 84, 100 and 116 are bare matrix positions rather than lamps. The retained harness runs observed seventy-six addresses, sixteen of which the legacy corpus never bound: 1, 11, 13, 27, 29, 43, 45 and 61 on the main board and 66, 67, 82, 83, 99, 113, 115 and 116 on the auxiliary board.

The parts list also names a Solenoid Expander (AS-2518-66) and an Aux. Driver (G.I. Flasher) (AS-2518-68) that are not yet accounted for in the definition.

Sound

Squawk & Talk (SNDBRD_BY61B). PinMAME carries a Centaur-specific BY35GD_REVERB flag, documented in by35.h as the speech-reverb flag for this game, alongside BY35GD_NOSOUNDE. Centaur's growling speech is the reason that flag exists.

What still blocks author-ready, and what rests on reasoning

Public lamp 113 has no known function and no known position. This is the blocker. It is a fitted circuit - decoder U3B output Q0 through SCR Q7 and resistor R15 to A9J2-11 - and the board can certainly light it. But it is the only one of the twelve whose function the factory schematic leaves blank, and the blank is deliberate: the genuinely unused pins printed beside it, A9J2-10 and 13 through 16, are all marked N/U explicitly, so Bally distinguished "unused" from "unlabelled" on this very sheet. Nothing else names it. The switch table gives Centaur three top lanes, printed as 03 TOP RIGHT LANE, 04 TOP MIDDLE LANE and 05 TOP LEFT LANE, so there is no fourth lane for it to complete, and none of the four retained community tables from 2020 to 2025 models the address at all. An earlier draft of this record placed it at the arithmetic centroid of the three top-lane inserts and called that placement validated; it was neither observed nor defensible - a centroid of three lamps in a row lands on top of the middle one - and it has been withdrawn. The circuit is enumerated with its wiring recorded and carries no coordinate, which is what keeps this machine partial.

Resolving it needs either a Centaur playfield insert map that reaches A9J2-11, an unrestored machine photographed with the A9 harness visible, or a lamp test on real hardware.

Option switches 17-20 come from community documentation. The printed credits-per-coin tables cover chutes 1 and 3, on switches 1-5 and 9-13, and omit the centre chute even though the machine has one - switch 11 is Coin II (Middle). The option-switch documentation carried identically by all four retained tables, from 2020 to 2025, assigns 17-20 to it, and that documentation agrees with the printed manual on every one of the 28 switches the manual does document. Note the asymmetry: the outer chutes use five selector switches each and the centre chute four.

Searched in reaching this state: all three Centaur manuals, the Centaur and Centaur II schematic sets, the Kiss manual with its schematic-omissions supplement, the Kings of Steel schematics, archive.org, and four independently authored VPX recreations spanning fifteen years. The A9 schematic was found in the Centaur manual itself after an earlier pass had concluded it was absent and had fallen back on the Kings of Steel sheet; the boards are identical, but the Centaur print carries the per-pin lamp functions that the Kings of Steel print does not.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
centaurbCentaur (Free Play rev. 27)
A 2008 Bally/Oliver free-play conversion, revision 27. Unlike centaura it replaces both game ROMs, cent2un at U2 and at U6, but it too carries the identical Squawk & Talk speech set and changes no hardware. Same reasoning: later firmware for the same physical machine.
2008centauridentical
centauraCentaur (Free Play)
A 2004 Bally/Oliver free-play conversion, revision 1. It keeps the production U2 ROM 848-08 unchanged and replaces only U6 with 7536fn, and it carries the identical Squawk & Talk speech set. Nothing about the physical machine changes: same switch matrix, same solenoid table, same lamp boards, same playfield. It is later firmware for this machine, not a new game, and its 2004 date does not create a new physical title.
2004centauridentical
centaurCentaur
The 1981 production ROM set and the reference for this definition: game ROMs 848-08 at U2 and 720-53 at U6, with the Squawk & Talk speech set 848-01, 848-02 and 848-05.
1981identical

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

Pinball memory maps

External source LGPL-3.0-only2 maps

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.

centaur-freeplay.map.json

bally-35-8Kv3format 0.8

maps/bally/as-2518-35/centaur-freeplay.map.json

Applies to ROMs
centauracentaurb
Sections
adjustmentsauditsgame_statehigh_scores

bally-35-8K defines the RAM layout this map’s offsets are read against — the map is not interpretable without it.

centaur.map.json

bally-35-8Kv4format 0.8

maps/bally/as-2518-35/centaur.map.json

Applies to ROMs
centaur
Sections
adjustmentsauditsgame_statehigh_scores

bally-35-8K 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.

  • Human review

    MIT

    controller-profile.pinmame-by35

    Source locations

    Bally MPU AS-2518-35 public switch, DIP, solenoid and lamp address rules, including the momentary selector-plus-one mapping, the four continuous outputs at 17-20, the six-column sequential switch namespace, and the skipped lamp decoder slots

    internal:controllers/pinmame/by35.json
    by
    pinmame-game-defs contributors
    rev
    repository
  • Human review

    lamp-chart.bally.centaur.1981

    Source locations

    The Centaur lamp chart as reproduced on PinWiki, giving each auxiliary SCR its A9J2 pin, lamp function and wire colour. A secondary source, recorded because it independently reproduces the primary AS-2518-43 schematic on all twelve circuits - including the top-lane assignment that the retained community table gets backwards - and because it leaves A9J2-11 blank exactly as the factory sheet does.

    by
    PinWiki contributors, transcribing the Bally Centaur lamp chart
  • VPE C# definition

    MIT

    legacy.game.centaur

    games/centaur.json; origin=vpe-csharp

    by
    pinmame-game-defs contributors
    rev
    4ea106d08072
  • Legacy definition

    MIT

    legacy.platform.bally

    platforms/bally.json

    by
    pinmame-game-defs contributors
    rev
    4ea106d08072
  • Operator manual

    manual-schematics.bally.centaur.1981

    Source locations

    61-page Bally #1239 Centaur manual including the complete schematic set. Page 52 is the AS-2518-23 lamp driver sheet: it gives the MC14514 output-to-SCR table for all four decoders U1-U4 and the SCR-to-connector wiring for J1, J2 and J3, with each pin's playfield or backbox function printed beside it. Page 54 is the A9 auxiliary lamp driver wire list.

    external:pinmame-manuals/by-machine/bally.centaur.1981/projects-centaur/Bally_1981_Centaur_Installation_and_General_Game_Operation_Instructions_with_schematics_OCR_searchable.pdf
    by
    Bally Manufacturing Corporation; copy supplied by the repository maintainer
    rev
    sha256:c5b15
    sha256
    c5b151bfc2d2…
  • Human review

    manual-support.bally.centaur.1981

    Source locations

    Retained human transcription of every printed table this definition depends on - the solenoid and switch identification tables, the Figure V off-playfield classification, the parts list assembly coils, the self-test to public solenoid reconciliation, and the retained-script callback comparison - together with the rendered PNG page cache under external:pinmame-manuals/rendered/bally.centaur.1981/. The retained PDF is image-only, so every table was read from rendered pages rather than OCR. The transcription carries a correction log: two of its original conclusions were wrong and were corrected after independent review.

    external:pinmame-review-artifacts/centaur-1981/manual-transcription.md
    by
    pinmame-game-defs curation
    rev
    2026-08-06
    sha256
    b2c47f5ddb5f…
  • Operator manual

    manual.bally.centaur.1981

    Source locations

    Manifest ID archive.bally-1981-english-manual.bally.centaur.1981; 44-page image-only scan of the Bally game #1239 Centaur installation and general game operation instructions. Printed page 13 (PDF 19) describes the self-diagnostic sequence and states that the number shown during the solenoid test is the number assigned to the solenoid; printed page 17 (PDF 23) carries the solenoid and switch identification tables; printed page 18 (PDF 24) is the Figure V playfield location diagram; printed page 20 (PDF 26) is the parts list with assembly coils and modules; printed page 23 (PDF 29) is the AS-2518-23 lamp driver module parts list. The embedded text layer is 44 bytes, so every table was read from rendered pages rather than OCR.

    external:pinmame-manuals/by-machine/bally.centaur.1981/archive-bally-1981-english-manual/Bally 1981 English Manual.pdf
    by
    Bally Manufacturing Corporation; scan hosted by the Internet Archive as item bally-1981-english-manual
    rev
    sha256:9893d
    sha256
    9893d29ee871…
  • PinMAME catalog

    BSD-3-Clause

    pinmame.catalog.4ec52ff0ac13

    PinmameGetGames

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • PinMAME source

    BSD-3-Clause

    pinmame.core.4ec52ff0ac13

    Source locations

    src/wpc/by35games.c centaurGameData GEN_BY35 with dispBy7, FLIP_SW(FLIP_L), lampCol=8, SNDBRD_BY61B and BY35GD_NOSOUNDE|BY35GD_REVERB; src/wpc/by35.h BY35GD_REVERB speech-reverb flag; src/wpc/by35.c pia1b_w solenoid selector and by35_lampStrobe column stride

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • Runtime run

    runtime.centaur.solenoid-self-test

    Source locations

    Pinned LibPinMAME harness runs that boot centaur from empty NVRAM and step the self-test button into the ROM's solenoid test, which pulses each coil in turn while writing that coil's identification number to the player score displays. Pairing each pulsed public solenoid address with the displayed number yields the printed-to-public mapping for all eighteen coils, repeating identically across four complete cycles. The same runs enumerate 76 lamp addresses, nineteen solenoid addresses and seven display indices.

    internal:evidence/runtime/by35/centaur-solenoid-self-test.json
    by
    Generated locally from pinned PinMAME and the user-authorized ROM corpus; ROM bytes remain external
    rev
    4ec52ff0ac13
  • VPX script

    vpx-dip-documentation.centaur

    Source locations

    The editDips form and the Recommended settings by Bally comment block, credited to Inkochnito and corrected by UnclePaulie. It enumerates all 32 MPU option switches. Its entries agree with the printed manual on every one of the 28 switches the manual documents, and it supplies the four the manual omits: 17-20 as the credits-per-coin selector for the centre coin chute. The identical block appears in all four retained Centaur tables, spanning 2020 to 2025.

    external:pinmame-vpx-sources/bally/centaur-1981/source/Centaur (Bally 1981) v2.0.0.vpx
    by
    Inkochnito and UnclePaulie, via the retained community tables
    rev
    2.0.0
  • VPX script

    vpx-script.centaur-2-0-0

    Embedded table script SolCallback bindings; table sha256:2689607de4e6c9b267c56aa0d090ff340bf3a9220277dc8730a51dca5172a5bc

    external:pinmame-vpx-sources/bally/centaur-1981/source/Centaur (Bally 1981) v2.0.0.vpx
    by
    Community table authors; retained locally and not redistributed
    rev
    2.0.0
  • VPX script

    vpx-script.centaur-standalone

    Centaur (Bally 1981)/Centaur (Bally 1981).vbs SolCallback bindings

    by
    vpx-standalone-scripts contributors
    rev
    15d112648a1b
  • VPX table

    vpx-table.centaur-2-0-0

    Source locations

    vpxtool extraction, 2780 files; playfield bounds left=0 top=0 right=952.941 bottom=1976.471. Normalized coordinates are x/952.941 and y/1976.471. Lamp positions are the centers of the Light objects named l<address>, each of which carries timer_interval equal to its PinMAME lamp address (verified for all 67). Switch positions are the centers of objects named sw<address>.

    external:pinmame-vpx-sources/bally/centaur-1981/source/Centaur (Bally 1981) v2.0.0.vpx
    by
    Community table authors; retained locally and not redistributed
    rev
    2.0.0
    sha256
    2689607de4e6…

Something wrong or missing?

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

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

Same platform