Alright, let's think about this another way.
Let's take a generic four player game with four reels.
Each reel is comprised of 10 separate states. Each state within the reel is a bit. It is not necessary to calculate the total score, only the state of each reel. 4 bits per reel.
Therefore, the same amount of memory would be used for 9999 as it would be for 0001. Calculating the total score is a heckuva lot easier than tracking multiple states.
We also have a player unit - four separate states. If a two player, you could use a signaling bit to represent the player, but things have to be complex here and use a total of 2 bits to track the player up. Each score needs the 2 bits added to provide the player info in memory.
And a coin unit - how many players even matter? Another 2 bits.
Now, a bonus unit - let's say 10 positions. Well, that's 4 bits.
A credit unit - single bit - 1/0 for if you have them or not.
Next, individual state switches (that matter to the overall state of the game). There are a handful or two. Tilt, Sequence, Outhole, Lane or qualifying switch, and independent scoring switches (one per value). Treating each of these as ones/zeroes makes these all single bits.
As score is never subtracted, there's no need for a signing bit.
This is on a flipper game. Simple creatures, really.
Now, let's look at a bingo pinball machine...
You have some of the above.
Credit unit (replay register) - single bit
Tilt trip - single bit
Playfield switches 1-25 - each a single bit and each distinct.
Ball gate switch - another bit
Shooter lane switch - another bit
5 or more trough switches - one bit per.
Now we get into the meat of the matter: moving numbers and other incredibly complex EM calculations:
Score unit - 4 bits per color (the most popular games had three). 12 bits
Replay counter - depending on the number of steps - many had dozens and dozens. Let's give it a full 8 bits. Multiply by the number of colors.
Let's use the Magic Screen, as it's a popular feature.
There are a total of 13 positions in the most popular games. Well, you need 4 bits for the screen state.
In brief: Winners are scored based on number of balls in particular holes within each position.
During a winner search, different sets of logic are used in EM to determine if you have a winner. A counter is implemented to see the number of balls you have in each colored section. Otherwise, scoring is based on contiguous position of balls on the bingo card.
So you'll need a count. Let's say you can recycle this counter, since you definitely can, and that's how it works mechanically. Since the max number you will ever need in a Magic Screen game is 5, let's use that. 3 bits.
Then, you need some way to end the game. If you don't have a winner, but didn't tilt, how does the game know it's done? Mechanically, there's a timer involved. Let's implement that bitwise. 40 steps providing 6 bits. Of course, there's easier ways to handle this in purely solid state.
Then you have various trip relays. Let's say one of them spots a number on the playfield? Well, you have the state of the trip relay, and you have the state of the playfield hole. Every playfield hole would need an OR operation performed...
It gets complicated.
I have had to think about this, and recently. I implemented all 138 bingos produced (or not!) in the US in a single solid-state game. https://pinside.com/pinball/forum/topic/multi-bingo-machine. I used a much higher-level language, so didn't need to really think on 'bitness' too much. But, I did have to think about things like Steppers, Motors, Relays, etc. All of these boil down to either one bit or a few depending on the number of -unique- positions.