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Part Number 775-7640-00
Part Number 775-7640-00
Release 2
October, 2018
Release 1
TM
Manual
Copyright © 2018 by Stern Pinball, Inc.
®
, Elk Grove Village, IL 60007.All rights reserved.

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Summary of Contents for Stern Pinball SPIKE

  • Page 1 Part Number 775-7640-00 Part Number 775-7640-00 Release 2 October, 2018 Release 1 Manual Copyright © 2018 by Stern Pinball, Inc. ® , Elk Grove Village, IL 60007.All rights reserved.
  • Page 2 5.3 Cabinet Node Board LED Indicators ........10 Example Node Board Backbox, Cabinet, & Playfield Map ..... 11 Interconnect Diagrams ......12 7.1 SPIKE 1 & SPIKE 2 ......12 7.2 Interconnect Diagram - Playfield & Cabinet ........... 13 7.3 Interconnect Diagram - Backbox, Cabinet, & Playfield ......14 8. Navigating the Diagnostics Menu ..
  • Page 3: Spike System Overview

    Fewer cables to get in the way when servicing under the playfield. Enhanced downtime. diagnostic software. 48V switching power supply. • Gameplay intelligence. Lightning fast response time. Quickly reactions to New features attract plays. game conditions. More lighting effects. State-of-the-art video and stereo sound. The Ins and Outs of Nodes A SPIKE™ pinball machine interacts with the player through intelligent nodes. SPIKE™ nodes per- form input and output (I/O) operations. Typical inputs are switches. Typical outputs are coils and lamps. The CPU, Node 0, controls the game logic as well as the operation of the display and sound.
  • Page 4: Spike System And Node Guide

    These nodes are supplied directly with 48V system power. Other serviceability and reliability. nodes are low-power boards that read switch inputs and output A Stern Pinball machine based on the SPIKE system will have at to standard-brightness LEDs. least one node networked together with the SPIKE node bus. The 2.4 SPIKE NODE ADDRESSES...
  • Page 5: Spike Node Programming

    2.5 SPIKE NODE PROGRAMMING INPUT/OUTPUT PROTECTIONS SPIKE features built-in short-circuit, static electricity, and The SPIKE nodes are smart nodes that have on-board other protections for greater reliability. If an LED, coil, or other processors and run embedded code. The nodes are programmed device shorts, it will be disabled rather than shutting down the automatically by the CPU node whenever software updates are entire system. Groups of LEDs, coils, and switches often share installed to the CPU. When replacing a node, the CPU node will common power supplies or other circuits.
  • Page 6 3. BACKBOX IDENTIFICATION 1. Power Supply – 48V switching P/S (48V at 10.5A, 500W) 2. Service Box – Main power fuse location – 8A S/B fuse. Location of the AC service outlet – domestic games only. 3. Power Distribution Board – Distributes 48V and ground to the CPU, cabinet and playfield.
  • Page 7: Cpu Board

    4. IDENTIFYING CONNECTORS AND PARTS OF THE CPU BOARD CN7 – 48V in from the power supply. CN14 – LCD power connector. CN6 – LCD video connector. CN13 – Game memory card. CN25 – Cabinet direct input switches (diagnostics). CN9, CN15 – USB ports – for software updates, audit dumps and expansion modules. BT1 –...
  • Page 8: Led Indicators

    5. LED INDICATORS 5.1 CPU LED INDICATORS 3.3v Status 48V ----- System Power 3.3V ----- CPU Logic Power 5V ----- CPU Logic Power – two locations 12V ----- LCD Logic Power VA ----- Audio Power VNB ----- Node Bus Power 2 Status LEDs - One on the carrier board D23 and the other on the CPU.
  • Page 9 5.2 PLAYFIELD NODE BOARD LED INDICATORS Boot Red LED – 48V present Yellow Boot LED – System is running – constant flicker Green LED – 6V is present...
  • Page 10 5.3 CABINET NODE BOARD LED INDICATORS Boot Red LED – 48V present Yellow Boot LED – System is running – constant flicker Red LED – 12V is present...
  • Page 11 When replacing node boards, ensure DIP address switches are set correctly! PLAYFIELD REAR Exact location of components on playfield varies from game to game. DIP Address Description Location Part Number Node 0 SPIKE 2 CPU Node Backbox 509-1003-01 Node 1 Cabinet Node Cabinet 520-6967-72 Node 8 OFF-OFF-OFF-OFF 520-7017-72 Trough Serial Opto Receiver Extension...
  • Page 12: Interconnect Diagrams

    7. INTERCONNECT DIAGRAMS 7.1 SPIKE 1 & SPIKE 2...
  • Page 13 7.2 INTERCONNECT DIAGRAM - PLAYFIELD & CABINET...
  • Page 14 7.3 INTERCONNECT DIAGRAM - BACKBOX, CABINET, & PLAYFIELD NODE 0 NODE 1 AC IN GRAY - 48V BLACK - Ground...
  • Page 15 8. NAVIGATING THE DIAGNOSTICS MENU 8.1 ADJUSTING VOLUME Change the Game Volume Use the two red middle buttons on the backside of the coindoor to change the main volume of the game. The left red button will decrease volume, the right red button will increase volume. 8.2 USING DIAGNOSTIC MENUS Access the Diagnostic Menu System From the four switches on the back of the coin door, you can open menus of tests. Press the black button on the far right to enter the service menu. Test prompts appear on the machine’s backbox display. Selecting Tests After entering the Service Menu with the black button, use the left and right red buttons to highlight the different menu items. Press the black button to select the currently highlighted menu item. As you test, the machine’s display will indicate results and prompt further actions. Press the green button at any time to back out of or exit any of the menus.
  • Page 16: Entering Diagnostics

    • NOTICE: Diagnostic Switch on Coin Door Press... To... • Black Button Select test or setting. Also opens Service Menu (“Diagnostics”). • Either Red Button Move across display to desired function or value. • Green Button Exit to previous menu. 8.3 ENTERING DIAGNOSTICS Screen Instructions 1. Turn on pinball machine. 2. Open coin door. 3. On back of coin door, press black button.
  • Page 17: Switch Tests

    Follow prompts on the main display. An outline of the process is below. 1. Turn on the pinball machine. 2. Open the coin door. (Pull coin door interlock switch to allow playfield to function) • NOTICE: 48V Power Interlock Switch This notice affects some SPIKE™ 1 & 2 pinball machines. These machines may include a 48V power interlock switch. The switch is inside the coin door, on the left side. This switch shuts off 48V power to the playfield. For all tests 48v power voltage must be present on the playfield. Pull the interlock switch out, restoring playfield power.
  • Page 18 3. On the back of the coin door, press the black button. The Service Menu appears on the backbox display. 4. On the Service Menu, pick “DIAG” (“Go to Diagnostics Menu”) by pressing the black button. The Diagnostic Menu appears on the display. There are six options… 5. To open the Switch Test Menu (“SW”), press the black button. 6. On the Switch Test Menu, select “SW” (Regular Switch Test). “SW” is the first test on the left side of the menu. (For now, avoid the other two switch tests, “Active Switch” and “SW Alert.”) 7. Use a ball to test a switch. (For instance, let the ball pass beneath a rollunder switch.) • NOTICE: Test with a ball Only the pressure of a real ball can test the switch correctly. (A finger might apply too much pressure, invalidating the test result.) • WARNING: Fingers When testing switches, keep your fingers away from switch-triggered coils.
  • Page 19 8. As you activate a switch, watch the display and listen for a tone. On the display, one of the boxes should light up. Whenever you activate a switch, you should hear the tone. Switch Test screen (Small squares indicate 9. If the display doesn’t change and the closed switches.) When you open the test, tone doesn’t sound, you’ve found a closed ball trough switches are normal. malfunctioning switch. Unplug the pinball machine from the power outlet.
  • Page 20: Lamp Tests

    6. To open the Coil Test Menu (“COIL”), press the black button. 7. There are two coil tests. Pick the first test, Single Coil, by pressing the black button. The name of the coil appears on the screen. (In our example above, the coil name is Auto Plunger.) 8. The name of a coil appears on the display. Activate the coil by pressing the black button. 9. The coil will fire if working properly. If the coil is not responding, unplug the pinball machine. 10. Repair the coil wiring. Or replace the MOSFET or coil as necessary. 11. Plug in the pinball machine. 12. Re-enter the Single Coil Test. 13.
  • Page 21 7. There are various lamp tests. Move across the display to the second one, All Lamps Test (“ALL”). Do this by pressing the right red button. 8. By pressing the black button, pick the “ALL” Test. All lamps will flash continuously. 9. Inspect each lamp on the game. 10. If a lamp is working, it will light brightly and not flicker. If a lamp is not functioning, unplug the pinball machine. • NOTICE: Controlled lamp specs SPIKE™ pinball machines use three types of controlled lamps. The first two types are socketed LED bulbs. They’re LED versions of standard bayonet (left, below) and wedge-base (right, below) lamps. (Standard bulb outlines: LED bayonet= T3¼. LED wedge= T1¾.) The third type of LED lamp is an LED on a printed circuit board (PCB). The wiring harness connects directly to the PCB’s solder pads. • CAUTION: Only use LED bulbs Never substitute incandescent bulbs for LED bulbs! LED lamps draw far less current than incandescent bulbs do.
  • Page 22 11. Replace the lamp or repair the lamp wiring as necessary. 12. Plug in the pinball machine. 13. Re-enter the All Lamps Test (“ALL”). 14. Check your work by repeating Steps 9 through 12. (Node tests might also help you to diagnose lamp problems.) 15. To exit the test, press the green button. 8.7 FLASH LAMP TESTS 1. Turn on the pinball machine. 2.
  • Page 23 10. By pressing the black button, pick the Cycling (“CYC”) Test. Following a sequence, each flash lamp will flash. 11. Inspect each lamp on the game, looking for a flickering, weak, or non-working lamp. 12. If a lamp works, it will light brightly and not flicker. If a lamp is not functioning correctly, unplug the pinball machine. • NOTICE: Flash lamp specs SPIKE™ pinball machines use three types of flash lamps. The first two types are socketed LED bulbs. They’re LED versions of standard large bayonet (left, below) and wedge-base (right, below) lamps. (Standard bulb outlines: LED bayonet= S8. LED wedge= T5.) The third type of LED lamp is an LED on a printed circuit board (PCB). The wiring harness connects directly to the PCB’s solder pads. • CAUTION: Only use LED bulbs Never substitute incandescent bulbs for LED bulbs! LED lamps draw far less current than incandescent bulbs do. Engineers designed your pinball machine exclusively for LED bulbs and LED flash lamps. If you substitute incandescent...
  • Page 24 9. UPDATING GAME SOFTWARE Obtain game software update file (filename ends in “.spk”) from www.sternpinball. com or from an authorized Stern distributor. Place game software update file ( “.spk”) in root directory of a blank FAT32- formatted USB flash drive. Use backbox power switch to turn off game. Plug in USB flash drive to CPU board USB connector (CN20 or CN21). Refer to www.sternpinball.com Turn on game. The game will automatically begin software update. Select the correct .spk update file from list. Press Enter on the service switches to start update. When the display indicates “Update Complete”, power off the game. 10. Remove USB flash drive from CPU board. 11. Turn game on to complete the update and play pinball! 12. Detailed instructions and troubleshooting tips are available in the game manual, www.sternpinball.com and authorized Stern distributors.
  • Page 25 10. CREATING A COMPLETE SD CARD Requirements: • A built-in or external SD Card reader/writer – external USB based devices are available at local electronics stores and online resellers • Etcher software – available for Windows, macOS, and Linux at https://etcher.io/ • SD Card Image file – available on the Stern Pinball website: https://sternpinball.com/support/sd-cards/ • SD Card – it is recommended you use the same SD Card brand, size, and part number that was provided with your pinball machine. SPIKE pinball machines require a “Class 10” rated SD Card of appropriate size for proper operation.
  • Page 26 Instructions: Download and install Etcher on your computer. Etcher is a free and easy to use application that enables you to write (also referred to as burn or flash) complete game OS (operating system) images to an SD Card. Download and unzip the appropriate game SD Card image file from the Game Code section on the Stern website (Default method in Windows – right click the zip file and select “Extract All”). NOTE: The extraction process can take several minutes to complete. Wait until the file is fully extracted before proceeding. Run Etcher: 1. Click “Select image” – select the extracted game SD card image from earlier.
  • Page 27 2. Insert the SD Card into the SD Card reader/writer. The SD Card should automatically be selected. CAUTION - Verify this is the correct device! Ensure this is not one of your computer’s hard drives as this would overwrite computer system files and may render it inoperable. 3. Click “Flash!” 4. Wait for the SD Card to be written and verified. NOTE: The complete process to write and verify the card can take up to 45 minutes. 5. Remove the SD Card from the reader/writer device. With the pinball machine turned off, insert the SD Card into the pinball machine’s SD Card slot (CN13) and turn on game.
  • Page 28: Troubleshooting Flowcharts

    11. TROUBLESHOOTING FLOWCHARTS 11.1 GAME POWER TROUBLESHOOTING Game will not turn on Remove the translite and check the CPU’s status LEDs. Turn off the game, reseat Is the 48v the SD card and Remove status LED on the coin cell battery from solid? the CPU.
  • Page 29 29-A Using a volt meter, set to Does the DC volts and a range of Replace the CPU meter read 200, measure the voltage board 48V? at CN7 on the CPU board. (black and gray wires) Using a volt meter, set to DC volts and a range of 200, measure the voltage 29-B...
  • Page 30 30-A 48V short in CPU board or harness. With the game turned off Find and repair at the switch, Is the red short before disconnect the 4-pin status LED reconnecting CN3 CPU connector at CN3 on the power on the power distribution board and distribution board turn the game back on...
  • Page 31 11.2 TROUBLESHOOTING COILS Troubleshooting Coils Test the coil using the Coil Test: Drive wire of Turn the game on and transistor is enter the Service Menu → shorted to ground, Does the coil Diagnostics Coil → → or the driver circuit energize Single Coil Test.
  • Page 32 32-A With the meter set to DC Is 48V Coil had an volts and a range of 200, present at the internal break. measure voltage on the other lug? return lug of the coil (the Replace the coil other lug). With the meter set to DC The drive wire of volts and a range of 200,...
  • Page 33 Fig. 2 Fig. 1 Fig. 2 Fig. 2 Fig. 1 Fig. 1...
  • Page 34 11.3 TROUBLESHOOTING SWITCHES Troubleshooting Switches Navigate to the Switch The switch circuit is Test: working properly, though the switch may Service Menu → need to be physically adjusted to ensure the Diagnostics Switch → Does the ball or actuator can Menu Switch Test →...
  • Page 35 35-A Jumper Wire The switch is bad or With the game turned on, dirty. Clean the Does the and in Switch Test, switch contacts of the connect the jumper wire register in switch if possible or across the two switch test? replace the switch terminals.
  • Page 36 36-A With the switch actuated with your finger, connect the The switch input Does the jumper wire across the switch wire has a break or switch input wire that register in disconnect goes between the node test? board and the switch. Use the manual to determine connector, pin number, and wire...
  • Page 37 Fig. 1 Fig. 2 Fig. 3 Fig. 4 Fig. 5...
  • Page 38 The lamp should flash working when testing. Test the lamp board by using the “All Lamps” test. Service Menu → On SPIKE games, some Diagnostics → flashers are driven from a Lamp → All. Is bulb node board, while others...
  • Page 39 If any feature lamps appear to not be working in gameplay, use the switch test to verify all switches are On SPIKE games, most working properly feature lamps are driven from printed lamp boards, though some are Is bulb driven directly from the Go to Pg.
  • Page 40 40-A The printed lamp boards are in what is known as the serial chain. Basically, the node board passes signals Is the whole Go to Pg. 41-A Pg. 41-B to the first lamp board in chain out? the chain, the lamp board then passes those signals to the next lamp board, and so on.
  • Page 41 technician 41-A 41-B The serial harness is broken or Try swapping the lamp disconnected. board’s input serial Do the lamps Check the harness harness with another one light? from a different board. for breaks and repair or replace the harness Swap the lamp board with Does the The lamp board is...
  • Page 42 42-A 42-B Do you have a multimeter? Do you have a Contact a pinball jumper wire? service technician Go to Pg. 43-A Pg. 43-A Multimeter At the node or lamp The node or lamp board, measure voltage board has a Is 5V of the lamp’s source wire defective circuit.
  • Page 43 The node or lamp board has a faulty circuit. Repair or 43-A replace board Jumper Wire At the node or lamp The node or lamp board, jump the drive board that drives Does the side of the lamp to this lamp is faulty. lamp light? ground.
  • Page 45 Is the whole string out? Try swapping the LED with Spike games have another, working LED from overcurrent protection. a different socket. It’s possible the game detected an overcurrent and shut off the G.I.
  • Page 46 47-A Multimeter The node board At the node board, Is 5V present has a defective measure the source wire at the node G.I. circuit. Repair of the G.I. to ground. Use or replace the board? the manual to determine node board wire color.
  • Page 47 46-A Jumper Wire The node board At the node board, jump has a defective the return wire for the Does the G.I. G.I. string to ground and G.I. Circuit. string light? see if the string lights. Repair or replace Use manual to determine the node board connector, pin number, and wire color.
  • Page 48 12. NODE BOARD STATUS LED TABLE / NODE BOARD AND BUS TEST 12.1 NODE BOARD STATUS LEDS Red LED On ––––––––––––– 48VDC Present Green LED On ––––––––––– 6VDC Present Yellow Boot LED On –––––– System Running Red LED Off ––––––––––––– Check Missing Connector...
  • Page 49 12.3 NODE BOARD TEST Enter the Service Menu by opening the coin door and pressing the black button. On the Service Menu, pick “DIAG” by pressing the black button. Use the red buttons to select the Node Test and press the black button once more to enter the testing screen. During the Node Board Test, the expected and discovered node addresses are displayed. The node address is the large digit inside the box and the number below the box is the number of the firmware revision on the node board. The dots in the upper right hand corner of the box indicate the DIP switch setting for each Node. Note: Node 0, the CPU, and Node 1, the Cabinet Node...

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