Insert kit installation instructions

Each kit layout is made using the lamp numbers and titles as given by the diagnostics game menu item in the pinball machine. In order to install the lights in your machine, it is first assumed that your existing lights are working. If they are not, you may need your manual in order to determine "lamp location". Or you could just skip the ones that do not light and use process of elimination to help. Skip down to your pinball manufacturer below for specifics on each platform.

Stern SAM (4 button menu controller on coin doors, new stern games):

  1. Open coin door and press "Menu" button on the service buttons
  2. Press Select to get to the main menu
  3. Press Select to get to the diags menu
  4. Press the red "right" button to get you to "lamp" selection and press Select to enter lamp test
  5. Press Select to enter "ONE" lamp test mode. This puts you into the single lamp test. Each lamp has a number and name that shows up on the DMD. That is the same number and name we used in our layout chart. Press right flipper button to advance to the next lamp. Use left flipper button to go to previous lamp. As you advance through each lamp, it will flash just that lamp showing the bulb to replace (assuming the bulb is not burnt out). Swap the bulb and move to the next one.
  6. To exit the menu you can use the "up" button on the control board (left most button) to get out or just power cycle the machine.

Sega & Stern Whitestar (3 button menu controller, older stern games)

  1. Open coin door and press menu button
  2. Press menu button (sometimes labelled begin test) again to select the diag menu
  3. Press Right flipper button to get over to lamp, and press menu (or start button) again to enter lamp test menu
  4. Press menu or start to select single lamp test. Here you see the single lamps.
  5. The + on the DMD should now be flashing. To advance to the next lamp number, use start or menu button on the + DMD button. To go to the previous lamp, use start or menu on the - DMD button. As you advance through each lamp, it will flash just that lamp showing the bulb to replace (assuming the bulb is not burnt out). Swap the bulb and move to the next one.
  6. To exit the menu you can use quit, or just power cycle the machine.

Bally/Williams DMD era

  1. Open coin door and press Enter button
  2. Press enter button again to get to the menu selection
  3. Use right button (usually twice) to get to "T. Tests" and hit enter button to select
  4. Use right button (usually 7 times) to get to "Single Lamps" and hit enter to select
  5. This puts you to the first lamp. The lamps are organized in a matrix of 8x8 and the lamp number is on the 2nd row, right side. We use this lamp number in our chart. The name of the insert is listed at the top. And the lamp insert will be flashing.
  6. Swap out the lamp, then press right to get to the next lamp.
  7. When done, press the left most button several times until you exit the menu system.


  1. The color recommendations are not set in stone. You can substitute many inserts. Here are some fairly interchangeable colors:
    Yellow insert Cool white, warm white, pink, yellow (least desirable)
    Orange insert warm white, pink, cool white, orange (least desirable)
    Green insert Green, warm white, cool white
    Blue insert Blue, warm white, cool white
    Purple insert Purple, warm white, cool white
    White insert Cool white, or a color you wish to change it to.
    Red insert Red, pink (just as good as red), cool white, warm white
    Pink insert Pink, cool white, warm white
  2. Any bulb that can be seen by the naked eye should be frosted to avoid blinding yourself while playing


  3. In general, frosted cap bulbs can be used to slightly dim the inserts. Frosted are generally used closer to the player to help eliminate the flash effects.


  4. Bulbs listed "super" require you to pop off the caps. It is optional. If you dont pop off the cap, in many cases you cannot tell the difference. We use this as a guide and recommend it but its not required. Super tends to be slightly brighter than frosted. Instructions for popping off the cap are here:


  5. If a bulb is dead, you can substitute another using the chart above in #1. We send out a few extras with our kits for this purpose


  6. With exception to capcom games, you should never need non ghosting bulbs in the GI. (GI is generical illumination rather than the controlled game inserts). GI are generally on and do not have ghosting issues. Therefore, using non ghosting bulbs in GI is a waste of money. Capcom games are the exception since they do not have GI. The GI lights in a capcom game are actually controlled lamps that are just always on.


  7. On bally/williams games, it is strongly recommended to disable "allow dim gi", setting #25 on the standard adjustment menu. LEDs do not dim well. To do this


    • open coin door and press enter
    • use right to get to adjustments and press enter
    • select "standard"
    • use right to get to adjustment 25, "allow dim gi" and enter to set it to "NO".
    • < escape the menu using left most button or power cycle machine.


  8. Many stern games starting with ACDC have a GI intensity option. This defaults to 50. We recommend setting it to 100, which is more light.


  9. Purple is a great color for GI. It colors the plastics without color bombing and activates UV sensitive artwork.. Purple under blue is magical. Try it for yourself and see, Purple in spotlights is also awesome and has the above advantages with a softer light that causes all blues, reds, greens and anything in between to pop.


  10. If a 555 bulb does not light when you insert it, make sure the light prongs are bent out evenly and slightly to the edge of the bulb.