Stern AEROSMITH PRO, 500-55I5-01 Service And Operation Manual

AEROSMITH
SERVICE AND OPERATION MANUAL
WARNING
IMPORTANT HEALTH WARNING: PHOTOSENSITIVE SEIZURES - A very small percentage of people may experience a seizure when exposed to certain visual images, in­cluding ashing lights or patterns. Even people with no history of seizures of epilepsy may have an undiagnosed condition that can cause “photosensitive epileptic seizures” due to certain visual images, ashing lights or patterns. Symptoms can include light-headedness, altered vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, confusion, momentary loss of awareness, and loss of consciousness or convulsions that can lead to injury from falling down or striking nearby objects.
IMMEDIATELY STOP PLAYING AND CONSULT A DOCTOR IF YOU EXPERIENCE ANY OF THESE SYMPTOMS.
Stern Pinball machines are assembled in Elk Grove Village, Illinois, USA; each pinball machine has unique characteristics that make it a one-of-a-kind American-made product. Each machine will have variations in appearance resulting from differences in the machine’s particular wood parts, individual silk screened art and mechanical assemblies. Stern Pinball has inspected each game element to ensure it meets our quality standards.
© 2016 Rag Doll Merchandising, Inc. Under License to Epic Rights.
Games congured for North America operate on 60 cycle electricity only. These games will not operate in countries with 50 cycle electricity (Europe UK, Australia).
MANUAL #780-50I5-00
AEROSMITH PRO #500-55I5-01
1-800-KICKERS - parts.service@sternpinball.com
www.sternpinball.com - facebook.com/sternpinball
TABLE OF CONTENTS
1. Setup and Moving .................................. 3
1.1 First-Time Setup Instructions ............................... 3
1.2 Adjustments Menu ............................................... 6
1.3 Transporting the Game ........................................ 7
1.4 Maintenance ........................................................ 8
1.5 Maintenance Kits ................................................. 8
1.6 Common Parts ..................................................... 8
2. SPIKE System and Node Guide ............ 9
2.1 SPIKE System Overview ...................................... 9
2.2 Node Bus Cabling ................................................ 9
2.3 System Power ...................................................... 9
2.4 SPIKE Node addresses ........................................ 9
2.5 SPIKE Node Programming................................. 10
2.6 SPIKE System Terminology ............................... 10
2.7 Common SPIKE Node Boards ........................... 10
3. Light, Switch, and Driver Reference ... 11
3.1 SPIKE Node Boards ........................................... 11
3.2 Driver Reference ................................................ 11
3.3 Switch Reference ............................................... 13
3.4 Light Reference .................................................. 16
3.5 Motor Reference ................................................ 21
4. Electronic Pinouts and Schematics.... 22
4.1 SPIKE-2 CPU Node 0 ........................................ 22
4.2 Node 1 Cabinet .................................................. 24
4.3 Lower Playeld 48V Driver Pinout Node 8 ......... 25
4.4 Mid Upper Playeld 48V Driver Pinout Node 9 . . 26
4.5 Feature LED Board 8b ....................................... 27
4.6 Right LED Board 8c ........................................... 27
4.7 Left LED Board 8d ............................................. 28
4.8 Serial Motor Driver Board 8e ............................. 28
4.9 Center LED Board 9a ......................................... 29
4.10 Through Serial Opto Receiver Extension 8a ...... 29
4.11 Main Power Supply ............................................ 29
4.12 Power Distribution Board ................................... 30
4.13 Power Plug Wiring.............................................. 30
5. Parts Reference .................................... 31
5.1 Playeld Rubber Parts ....................................... 31
5.2 Rubber Size Chart .............................................. 31
5.3 Playeld Assemblies, Top .................................. 32
5.4 Playeld Assemblies, Bottom ............................ 33
5.5 Backbox Parts.................................................... 34
5.6 Speaker Panel Parts .......................................... 34
5.7 Cabinet Parts ..................................................... 35
5.8 Ball Shooter Assembly ....................................... 36
5.9 Auto Launch Assembly ...................................... 36
5.10 Ball Trough Assembly......................................... 37
5.11 40 Degree Kicker Assembly ............................... 37
5.12 40 Front Mold Assembly .................................... 37
5.13 Flipper Assembly, Left ........................................ 38
5.14 Flipper Assembly, Right ..................................... 38
5.15 Pop Bumper Assembly ...................................... 39
5.16 Eject VUK Assembly #1 ..................................... 40
5.17 Eject VUK Assembly #2 ..................................... 40
5.18 Riveted Assembly - BUTY 12 ............................ 41
5.19 Ball Guide Assembly 04 ..................................... 41
5.20 Buty Assembly 02 .............................................. 41
5.21 Buty Assembly 04 .............................................. 41
5.22 Buty Assembly 05 .............................................. 42
5.23 Buty Assembly 09 .............................................. 42
5.24 Buty Assembly 10 .............................................. 42
5.25 Buty Assembly 12 .............................................. 42
5.26 Buty Assembly 14 .............................................. 43
5.27 Buty Assembly 30 .............................................. 43
5.28 Buty Assembly 32 .............................................. 43
5.29 Buty Assembly 35 .............................................. 43
5.30 Buty Assembly 40 .............................................. 44
5.31 Buty Assembly 41 .............................................. 44
5.32 Pop Bumper Assembly ...................................... 44
5.33 Bumper Ring Top Assembly............................... 44
5.34 Toy Box Plate Assembly .................................... 45
5.35 Ark Slider-Crank Assembly ................................ 45
5.36 Toy Box Up Kicker Assembly ............................. 46
5.37 Gate Assembly ................................................... 46
5.38 Toy Box Tube Assembly ..................................... 46
5.39 Toy Box Bumper Assembly ................................ 46
5.40 Toy Box Front Plate Assembly ........................... 47
5.41 Back Panel Assembly ........................................ 47
5.42 Left Ramp Assembly .......................................... 47
5.43 Right Ramp Assembly ....................................... 47
6. Specications ....................................... 48
6.1 Game Dimensions .............................................. 48
6.2 Warranty ............................................................. 49
6.3 Warnings, Compliance, and Legal Notices ........ 49
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AEROSMITH PRO MANUAL 500-55I5-01
© 2016 Rag Doll Merchandising, Inc. Under License to Epic Rights.
SETUP AND MOVING
1. SETUP AND MOVING
1.1 FIRST-TIME SETUP INSTRUCTIONS
Your brand new Stern Pinball Machine is carefully packed for safety and security. For your safety, exercise caution and use the correct tools and sufcient help when setting up your new game.
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TOOLS REQUIRED
5/8” Socket Wrench
Utility Knife
Snips
An Assistant
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CAUTION: AT LEAST TWO (2) PEOPLE ARE REQUIRED TO MOVE AND MANEUVER THE GAME. USE PROPER MOVING EQUIPMENT AND EXTREME CARE WHILE HANDLING. STERN PINBALL MACHINES WEIGH OVER 250LBS BOXED.
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1. Locate the side labeled “TRUCK THIS SIDE ONLY”. The bottom of the game faces this side.
2. Open the top box aps by pulling hard in an upward motion on each ap. If the aps are taped, cut the tape rst, taking care to avoid the box staples.
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8. Install front legs using the bolts removed from the cabinet. Secure tightly.
9. Have someone help you carefully set the game down on the front legs.
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3. Remove the four (4) foam pieces and two (2) narrow box tubes which contain the four (4) identical legs with levelers.
4. DO NOT CUT STRAPPING YET. Keep backbox secured in the down position.
5. With the utility knife, carefully cut down the left and right corners of the box.
10. Set aside the open box.
11. With a ⅝” socket wrench, loosen and remove the 2 leg bolts on each side of the rear cabinet, 4 total.
6. Let the face fall forward and remove the entire side by carefully cutting the bottom.
7. With the game still in its folded po­sition, use a ⅝” wrench to loosen and remove the 2 leg bolts on each side of the front cabinet. Ensure the leg levelers are screwed all the way into the legs.
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14
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11
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12. Using supports or two people, prop the rear of the cabinet up.
13. Ensure the rear leg levelers are screwed all the way into the legs.
14. Install rear legs using the 4 bolts removed from step 11.
© 2016 Rag Doll Merchandising, Inc. Under License to Epic Rights.
AEROSMITH PRO MANUAL 500-55I5-01
3
SETUP AND MOVING
FIRST-TIME SETUP CONTINUED
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15. Cut nylon strapping and remove protective strap corner guards.
16. Locate the factory keys, either on the shooter rod or taped to the playeld glass.
17. Using snips, cut the tie-wrap secur­ing the keys if required. One set of keys is for the front coin door, the other set of keys is for accessing components in the backbox.
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24. Locate the two (2) backbox bolts in the cash box.
25. Carefully raise backbox to upright position while ensuring that cables are not pinched.
26. Use the ⅝” wrench to Install the two (2) backbox bolts to secure the backbox as indicated on the back of the cabinet.
18. Open the front coin door.
19. Reach into the game and remove the retaining clip at the rear of the cash box.
20. Remove the cash box lid by sliding it toward you.
21. Store the backbox keys, if desired, on the metal hook located in the coin door.
22. Locate and remove the pinballs, plumb bob, and backbox bolts from the cash box.
23. Replace the cash box lid and retaining clip for future use.
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27. Reach inside the cabinet and lift the two latches located on either side of the coin door.
28. Remove the front top molding.
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29. Remove the playeld glass by sliding it toward you and carefully place it in a safe location. Remove all playeld shipping tie downs, shipping blocks, and packing foam, and follow any game-specic unpacking instruc­tions included in the playeld, if present.
CAUTION: PLAYFIELD GLASS IS MADE FROM HIGH-STRENGTH TEMPERED GLASS. TEMPERED GLASS IS SENSITIVE TO EXTREME TEMPERATURE SHIFTS AND CORNER NICKS, WHICH CAN CAUSE THE GLASS TO FAIL CATASTROPHI­CALLY. TAKE CARE TO STORE THE GLASS ON A SOFT, ROOM-TEMPERATURE SURFACE AND PREVENT THE CORNERS FROM BEING DAMAGED.
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AEROSMITH PRO MANUAL 500-55I5-01
© 2016 Rag Doll Merchandising, Inc. Under License to Epic Rights.
FIRST-TIME SETUP CONTINUED
SETUP AND MOVING
30. If pinballs were already installed into the lower ball trough, remove them before lifting the playeld.
31. Grasp the lower arch between the ippers, and rmly but gently pull directly up to raise the playeld 8 to 12 inches.
32. While holding the playeld up, pull the playeld toward you until the two playeld supports are over the front edge of the cabinet.
33. Rest the playeld on the front edge of the cabinet.
34. Raise the playeld and rest it against the backbox.
35. Visually inspect all cabinet cables and connector termi­nations; ensure no wires or cables are pinched and that cable harnesses are not pulled tight.
36. Locate the plumb bob in the parts bag in the cash box.
37. Slide plumb bob onto the hanger wire. Note: the vertical position of the plumb bob affects tilt sensitivity - higher makes the game more sensitive to tilting.
38. Tighten the thumb screw nger-tight.
39. Install the correct number of pinballs. Refer to the decal on the lock down assembly for the correct number of pinballs.
LOCATING, LEVELING, AND FINAL SETUP
1. Select a location that is indoors, out of direct sunlight, and climate controlled. Excessive moisture/humidity can cause long-term damage to your game.
2. Adjust the front or rear levelers as necessary to position the playeld level bubble, located on the front right of the playeld next to the shooter lane, to oat between the two (2) black lines. This will place the playeld at the recommended 6.5° pitch. Playeld angles greater than
6.5° can be achieved by turning out the rear leg level­er(s) for increased difculty and faster gameplay.
3. Use a pinball to roll down the center of the playeld for side-to-side leveling, or use an external bubble level, digital level, or smartphone level app.
4. Plug into a grounded outlet and check for proper opera­tion through DIAGNOSTICS.
5. Check the coin door: With the door closed, insert coins to verify proper operation.
6. Play game: Check for satisfactory operation and adjust game volume (push the Red Buttons inside the Coin Door).
7. If desired, perform any game diagnostics, game adjust­ments, and pricing settings at this time.
SPIKE PINBALL SOFTWARE UPDATE INSTRUCTIONS
1. Obtain game software update le (lename ends in “.spk”) from www.sternpinball.com or from authorized Stern distributor.
2. Place game software update le ( “.spk”) in root directory of a blank FAT32-formatted USB ash drive
3. Use backbox power switch to turn off game
4. Plug in USB ash drive to CPU board USB connector (CN20 or CN21). Refer to www. sternpinball.com
5. Turn on game
6. The game will automatically begin software update
7. Select the correct .spk update le from list.
8. Press Enter on the service switches to start update
9. When the display indicates “Update Complete”, turn off game
10. Remove USB ash 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.
© 2016 Rag Doll Merchandising, Inc. Under License to Epic Rights.
AEROSMITH PRO MANUAL 500-55I5-01
5
SETUP AND MOVING
1.2 ADJUSTMENTS MENU
STANDARD ADJUSTMENTS
Perform the below steps to review the adjustments.
Enter the Service Menu, then enter the Standard Adjustments Menu.
Press SELECT. Press BACK to exit or escape at any time.
Press [>]. Go to the ADJ icon. Press SELECT.
Go to the S.P.I. icon. Press SELECT.
ID Adjustment Name Default Setting
1 REPLAY TYPE AUTO
2 REPLAY PERCENTAGE 10% 3 REPLAY AWARD CREDIT
4 REPLAY LEVELS 1 5 AUTO REPLAY START 20,000,000 6 DYNAMIC REPLAY START 60,000,000
7 REPLAY LEVEL #1 15,000,000 8 REPLAY LEVEL #2 30,000,000 9 REPLAY LEVEL #3 45,000,000
10 REPLAY LEVEL #4 60,000,000 11 REPLAY BOOST YES 12 SPECIAL LIMIT 1 13 SPECIAL PERCENTAGE 10% 14 SPECIAL AWARD CREDIT 15 FREE GAME LIMIT 5 16 EXTRA BALL LIMIT 5 17 EXTRA BALL PERCENTAGE 25% 18 GAME PRICING USA 11 19 MATCH PERCENTAGE 9% 20 MATCH AWARD CREDIT 21 BALLS PER GAME 3
22 TILT WARNINGS 2 23 CREDIT LIMIT 30
24 ALLOW HIGH SCORES YES 25 HIGH SCORE AWARD CREDIT 26 GRAND CHAMPION AWARDS 1
27 HIGH SCORE #1 AWARDS 1 28 HIGH SCORE #2 AWARDS 0 29 HIGH SCORE #3 AWARDS 0
30 HIGH SCORE #4 AWARDS 0 31 GRAND CHAMPION SCORE 75,000,000
32 HIGH SCORE #1 55,000,000 33 HIGH SCORE #2 40,000,000
STANDARD ADJUSTMENT #1 appears with the adjustment name ashing. While the adjustment name is ashing press [<] [>] to move between adjustments.
To change the adjustment setting press SELECT. While the adjustment setting is ashing, press [<] [>] repeatedly until the desired setting appears. Press the SELECT button to “install” the change. The adjustment comment (bottom line) will indicate if the factory default setting is selected or will display INSTALLED if the change is not a factory default setting.
ID Adjustment Name Default Setting
34 HIGH SCORE #3 30,000,000 35 HIGH SCORE #4 25,000,000 36 HSTD INITIALS 3 INITIALS
37 HSTD RESET COUNT 2000 38 FREE PLAY NO 39 LANGUAGE ENGLISH
40 PLAYER LANGUAGE SELECT YES 41 CUSTOM MESSAGE ON 42 FLASH LAMP POWER NORMAL 43 COIL PUSLE POWER NORMAL 44 KNOCKER VOLUME NORMAL 45 GAME RESTART YES 46 BILL VALIDATOR NO 47 MUSIC VOLUME 1 48 BALL SAVE TIME 0:05 49 TIMED PLUNGER OFF 50 FLIPPER BALL LAUNCH OFF 51 COINDOOR BALL SAVER NO 52 COMPETITION MODE NO 53 CONSOLATION BALL YES 54 FAST BOOT YES 55 Q24 OPTION COIN METER 56 TICKET DISPENSER NO 57 PLAYER COMPETITION YES 58 TEAM SCORES NO 59 LOCATION ID 0 60 GAME ID 0 61 TIME FORMAT 12-HOUR 62 COIN INPUT DELAY 30 63 LOST BALL RECOVERY YES 64 COIN DOOR DISABLE TILT NO 65 BACKBOX BRIGHTNESS 100% 66 COIN DOOR OPEN B.BOX BRIGHTNESS 10%
FEATURE ADJUSTMENTS
Each table has feature adjustments specic to the characteristics of that game. To access feature adjustments enter the Service Menu and then enter the Adjustments Menu.
Press SELECT to access the Service Menu. Press BACK to exit or escape at any time.
Press [>]. Go to the ADJ icon. Press SELECT.
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Go to the game icon. Press SELECT.
FEATURE ADJUSTMENT #1 appears with the adjustment name ashing. With the adjustment name ashing press [<] [>] to move between adjustments. Feature adjustments are changed similarly to standard adjustments using the SELECT button to choose options and the [<] [>] buttons to cycle through available settings.
AEROSMITH PRO MANUAL 500-55I5-01
© 2016 Rag Doll Merchandising, Inc. Under License to Epic Rights.
1.3 TRANSPORTING THE GAME
SETUP AND MOVING
When transporting the game, such as in the back of a truck or with a hand truck, the game’s backbox must be secured to prevent damage to the side rails.
1. SECURE THE BACKBOX
1. Ensure that the pinballs are re­moved from the playeld, and se­cure any free-moving mechanisms that may get damaged in transport
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TOOLS REQUIRED
• STRAP (500LB OR GREATER)
• AN ASSISTANT
• HAND TRUCK
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CAUTION
NEVER TRANSPORT THE GAME IN A MOVING VEHICLE WITH THE BACKBOX RAISED! TWO PEOPLE ARE REQUIRED TO REMOVE THE LEGS!
2. REMOVE THE LEGS AND STAND UP
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2. Remove the backbox securing bolts
3. Carefully lower the backbox onto the side rails. Use a piece of card­board or suitable padding between the backbox and the game.
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8. Stand the game up on its back.
4. Securely strap the back box to the game
5. The game may be transported with the legs on. If the legs must be re­moved, follow the remaining steps.
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9. Remove the front two legs.
6. Remove the legs, rear legs rst. Use a stool or a friend to support the rear of the game.
7. Rest the rear of the game on the ground.
10. Secure all loose parts and trans­port with a hand truck in the upright position.
© 2016 Rag Doll Merchandising, Inc. Under License to Epic Rights.
AEROSMITH PRO MANUAL 500-55I5-01
7
SETUP AND MOVING
1.4 MAINTENANCE
REGULAR MAINTENANCE - (MONTHLY/500 GAMES)
Remove the playeld glass
Enter the software diagnostics menu, start lamp test, then
clean and wax the playeld.
◊ While cleaning the playeld, identify and repair malfunction-
ing lights, loose parts, cracked plastics and worn rubber parts.
While in diagnostics, enter the switch test (Select the "SW" Icon, then "TEST" Icon).
◊ Use a pinball to actuate all switches and verify the correct
switch registers with the switch test.
◊ The game will play a sound to conrm the switch.
Lift the playeld and inspect all assemblies for loose parts, broken wires or excessive wear. Look at the bottom of the cabinet for any parts that may have worked loose, then nd the source.
Check all coin door mechanisms and bill acceptor (if in­stalled) for proper operation
Play the game to ensure all coils and features are working
Check the playeld to ensure it is level and set to the prop-
er pitch using the bubble level on the right side wood rail.
Check game audits: Replay % and Ball Time and note abnormal values which can indicate problems.
Ensure game volume is set appropriately for the location.
Clean both sides of the playeld glass and reinstall.
Check and clean pinballs and replace if excessively worn or
scuffed. Dirty pinballs accelerate game wear.
OVERHAUL MAINTENANCE - (5000 GAMES)
Verify latest game software is installed
Check ippers for excessive wear. Excessive ipper sloppi-
ness (vertical or horizontal) or weakness indicates a ipper rebuild is required.
Clean machine inside and out and check leg levelers for free operation.
Visual check for loose or broken playeld and cabinet parts and repair as necessary.
Electrical check: Plug into grounded outlet and check for proper operation through DIAGNOSTICS.
Replace worn or dirty rubbers.
Replace pinballs.
Check all playeld switches with a pinball.
Check all settings (refer to manual for factory settings).
Check coin door: With door closed, insert coins to verify
proper operation.
Check for proper adjustment of the plumb bob tilt.
Play game: Check for satisfactory operation.
COMMON PINBALL TOOLS
Common nut drivers (¼”, 5/16”, 11/32", ⅜”)
Phillips screwdriver
Standard Allen wrench/Hex key set
⅝” Socket with ratchet
Adjustable wrench (5/8" & 9/16")
6" Torpedo Level (or use a pinball
Flashlight or headlamp
Soldering Iron (60w with at tip), lead-free solder
Wire cutter
Wire stripper
Long nose (“needle nose”) pliers
1.5 MAINTENANCE KITS
Description Part Number
Aerosmith Maintenance Kit
8 oz pinball playeld wax (Novus # 2) (675-0003-01)
Standard Pinball (260-5000-00)
Cleaning Cloth
All Playeld Rubber Rings
Spare Fuses
Aerosmith Deluxe Maintenance Kit
All standard kit items, plus:
Flipper rebuild kits, Left and Right
(500-6307-10,-00)
Aerosmith Playeld Plastics Kit 803-5000-I5 Aerosmith Playeld Decals Kit 802-5000-I5 Aerosmith Backbox Decal Left 820-78I5-01 Aerosmith Backbox Decal Right 820-78I5-02 Aerosmith Cabinet Decal Left 820-78I5-03 Aerosmith Cabinet Decal Right 820-78I5-04 Aerosmith Cabinet Decal Front 820-78I5-05 Aerosmith Playeld, Bare 830-5000-I5 Aerosmith Translite 830-52I5-00
502-6002-I5
502-6003-I5
1.6 COMMON PARTS
Description Part Number
8 oz Pinball Playeld wax (Novus # 2) 675-0003-01 Standard Pinball, 1-1/16 in 260-5000-00 Flipper Rebuild Kit Left (Standard) 500-6307-10 Flipper Base Plate Kit Left 515-6617-01 Flipper Rebuild Kit Right 500-6307-00 Flipper Base Plate Kit Right 515-6617-00
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AEROSMITH PRO MANUAL 500-55I5-01
© 2016 Rag Doll Merchandising, Inc. Under License to Epic Rights.
SPIKE SYSTEM AND NODE GUIDE
2. SPIKE SYSTEM AND NODE GUIDE
2.1 SPIKE SYSTEM OVERVIEW
The SPIKE Pinball system is a rugged, distributed, and em­bedded platform custom-designed for the rigors of the pinball machine environment. SPIKE takes advantage of modern tech­nologies to deliver an immersive pinball experience that supports modern features, reduces cabling, and increases serviceability and reliability.
A Stern Pinball machine based on the SPIKE system will have at least two nodes networked together with the SPIKE node bus, a custom industrial pinball control bus that is designed around industry standards and optimized for the pinball environment. The primary CPU node is networked to one or more input/output nodes over standard Category 5 UTP (unshielded twisted pair) ethernet cabling.
There are ve primary types of nodes that are found in the game.
CPU node (Node 0) - The primary node that controls other nodes in the system. Contains the primary game software for the system and provides SPIKE node bus power for other nodes.
Cabinet 48V node (Node 1) - Specialized node with specic inputs and outputs for coin doors, tilt mechanisms, and other bottom-cabinet devices.
48V playeld node - Controls high power devices such as coils and ashers, and also supports a few switch and low-power outputs. Powered by the system 48V power sup­ply.
Light and switch node - High-density switch and low-power LED outputs, bus-powered from the node bus. These boards contain as many 32 switch inputs and light outputs.
Node extensions - These sub-nodes add additional low-pow­er input and outputs to a specic Power or I/O node and are connected with simple serial bus.
2.2 NODE BUS CABLING
The SPIKE node bus utilizes standard Ethernet-style RJ45 8-pin modular jacks, and off-the-shelf Category 5e or better ethernet cabling. The node bus is electrically different from Ethernet and does not utilize Ethernet or TCP/IP protocols or signaling stan­dards. SPIKE nodes are not compatible with standard computer networking equipment.
CAUTION: Plugging a SPIKE Node or CPU board into a standard Ethernet port may damage one or both devices and void your warranty.
2.3 SYSTEM POWER
The SPIKE System is powered from an 48V DC power supply bus. Each SPIKE node converts this voltage to lower voltages required by the node and its specic components. A SPIKE 48V node typically controls high-power outputs such as game coil mechanisms and high-brightness LEDs. These powered nodes are supplied directly with 48V system power. SPIKE standard I/O nodes are low-power nodes that read switch inputs and output to standard-brightness LEDs. Standard I/O nodes use the node bus power, which is supplied by the main CPU node over the node bus modular jack connectors.
2.4 SPIKE NODE ADDRESSES
Each SPIKE node has a unique address ranging from 0 to 15. Not all addresses are used in all games. Nodes can be of the same part number, so the address is specied on the DIP switches on each node. When replacing a node, be certain that the correct address is set. Nodes can have 3-position and 4-position DIP switches. Refer to the appropriate table to set the address for each type of Node. The correct address for a node can be found in the SPIKE node reference section of the manual or in the game diagnostic software. Address 0 is reserved for the backbox CPU node, where the game software resides. Address 1 is reserved for the cabinet node, located inside the coin door. These two nodes do not have DIP switches as their address is not congurable.
Address 1 2 3
8 OFF OFF OFF 9 OFF OFF ON
10 OFF ON OFF 11 OFF ON ON 12 ON OFF OFF 13 ON OFF ON 14 ON ON OFF 15 ON ON ON
SPIKE node addresses for nodes with 3-position DIP switches. Addresses 0-7 are not used by SPIKE nodes with 3-position DIP switches.
Address 1 2 3 4
8 OFF OFF OFF OFF 9 OFF OFF ON OFF
10 OFF ON OFF OFF 11 OFF ON ON OFF 12 ON OFF OFF OFF 13 ON OFF ON OFF 14 ON ON OFF OFF 15 ON ON ON OFF
SPIKE node addresses for nodes with 4-position DIP switches. Addresses 0-7 are reserved for xed-function nodes and do not require conguration.
© 2016 Rag Doll Merchandising, Inc. Under License to Epic Rights.
AEROSMITH PRO MANUAL 500-55I5-01
9
SPIKE SYSTEM AND NODE GUIDE
SPIKE SYSTEM AND NODE GUIDE CONTINUED
2.5 SPIKE NODE PROGRAMMING
The SPIKE nodes are smart nodes that have on-board pro­cessors and run embedded code. The nodes are programmed automatically by the CPU node whenever software updates are installed to the CPU. When replacing a node, the CPU node will detect and update the node to the latest software with no user intervention. Always replace nodes with the power to the game turned OFF.
2.6 SPIKE SYSTEM TERMINOLOGY
MULTI GENERAL ILLUMINATION LIGHTING
General Illumination Lighting is two or more lights powered by one control source. These are often a number of LEDs connect­ed in parallel and the system controls these as one large LED. A missing LED will not affect these circuits, however a shorted LED can cause the entire string of LEDs to turn off.
SINGLE LIGHTS
Single lights and LEDs are direct-controlled from SPIKE node boards. A common power source is grounded by individual transistors to turn individual LEDs on and off. Groups of LEDs, usually by node connector, share a common power source, so if a group of LEDs is out, check the wiring for the power source.
INPUT/OUTPUT PROTECTIONS
SPIKE features built-in short-circuit, static electricity, and other protections to maximize reliability. If an LED, coil or other device shorts, it will be disabled but will not shut down the entire system in most circumstances. Groups of LEDs, coils, and switches often share common power supplies or other circuits, so it is possible that a bad device will affect the group of related devices and require removal or repair to x the group. The system diagnostics will inform the technician of shorted or otherwise malfunctioning devices whenever possible. While the system is protected against permanent damage, it is strongly recommended to repair or replace these bad components as soon as possible to minimize downtime and maximize game earnings.
2.7 COMMON SPIKE NODE BOARDS
Description Type Part Number
SPIKE CPU Node Node 509-1000-00 Cabinet Node Node 520-6967-00 Playeld 48V Core-Driver Node Node 520-7017-72 Through Serial Opto Receiver Extension Extension 520-7001-00
FLASHERS
SPIKE games treat ashers the same as single LEDs that draw more power. Flashers are controlled from the same circuits that power regular lights.
DRIVERS
A driver is a circuit that controls a high power-device such as a coil, magnet, or motor. Each device has a common 48V power source that is then connected to ground by a dedicated control transistor. Each driver is protected against shorting, static elec­tricity, and over-current conditions. Take caution as 48V is always present on a device even when it is not energized.
OPTOS
Certain types of optical switches (“optos”) require external signal conditioning. For these optos, they will interface to a SPIKE node via an opto signal conditioning board. Other optical switches connect directly to the Spike node board.
System Protections
CAUTION: Unless explicitly directed by an Authorized Stern Re­pair technician, perform ALL work on your pinball machine with the power disabled!
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AEROSMITH PRO MANUAL 500-55I5-01
© 2016 Rag Doll Merchandising, Inc. Under License to Epic Rights.
LIGHT, SWITCH, AND DRIVER REFERENCE
NODE BOARD ID INSTRUCTION SHEET
3. LIGHT, SWITCH, AND DRIVER REFERENCE
PLAYFIELD FRONT
BACKBOX
CN22
CN11
CPU NODE 0
Node Bus Cable (RJ45)
Serial Data Cable
When replacing node boards, ensure DIP address switches are set correctly!
NODE 0
PRO
CABINET
CN13
CABINET NODE 1
NODE 8
CN4
NODE 8d
CN1
NODE 9
CN3
NODE 9a
CN2
CN3
CN5 CN4
CN3
CN1
CN1
CN3
CN1
CN1
NODE 8a
NODE 8b
CN1
CN4
NODE 8c
NODE 8e
PLAYFIELD REAR
3.1 SPIKE NODE BOARDS
ID DIP Address Description Location Part Number
Node 0 n/a SPIKE 2 CPU Node /Wand Board Backbox 509-1000-00 Node 1 n/a Cabinet Node Cabinet 520-6967-72 Node 8 OFF-OFF-OFF-OFF Lower Playeld 48V Core-Driver Node Lower Playeld 520-7017-72 8a n/a Trough Serial Opto Receiver Extension Playeld 520-7001-00 8b n/a Feature LED Board Playeld 520-7004-00 8c n/a Right LED Board Playeld 520-7006-00 8d n/a Left LED Board Playeld 520-7005-00 8e n/a Serial Motor Driver Board Playeld 520-6996-00 Node 9 OFF-OFF-ON-OFF Playeld 48V Core-Driver Node Playeld 520-7017-72 9a n/a Center LED Board Playeld 520-7007-00
3.2 DRIVER REFERENCE
ID Name Node Connector Ret. Pin Ret. Wire Voltage V+ Pin V+ Color Location Type Address Part Number
1 Trough 8 CN8 7 ORG GRY 48V 4 GRY ORG Playeld Coil - 27-1500 8-DR-1 090-5004-ND 2 Auto Plunger 8 CN8 9 ORG WHT 48V 6 GRY ORG Playeld Coil - 23-800 8-DR-4 090-5001-ND 3 Left Flipper 8 CN8 6 ORG YEL 48V 4 GRY ORG Playeld Coil - 23-1100 8-DR-5 090-5030-ND
4 Right Flipper 8 CN8 5 ORG GRN 48V 6 GRY ORG Playeld Coil - 23-1100 8-DR-0 090-5030-ND 5 Left Slingshot 8 CN8 11 ORG BLU 48V 1-4 GRY ORG Playeld Coil - 26-1200 8-DR-3 090-5044-ND
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© 2016 Rag Doll Merchandising, Inc. Under License to Epic Rights.
AEROSMITH PRO MANUAL 500-55I5-01
11
SPIKE SYSTEM AND NODE GUIDE
DRIVER REFERENCE
Figure 3.2.1. Playeld driver locations (top view).
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AEROSMITH PRO MANUAL 500-55I5-01
© 2016 Rag Doll Merchandising, Inc. Under License to Epic Rights.
SPIKE SYSTEM AND NODE GUIDE
DRIVER REFERENCE CONTINUED
ID Name Node Connector Ret. Pin Ret. Wire Voltage V+ Pin V+ Color Location Type Address Part Number
6 Right Slingshot 8 CN8 10 ORG VIO 48V 1-4 GRY ORG Playeld Coil - 26-1200 8-DR-2 090-5044-ND 7 Shaker Motor 1 CN2 1 BLU 48V 5 RED Cabinet Motor 1-DR-0 041-5029-04 8 9 Left Scoop 8 CN7 2 YEL RED 48V 1 GRY ORG Playeld Coil - 26-1200 8-DR-8 090-5044-ND
10 Top Scoop 8 CN7 3 YEL BRN 48V 1 GRY ORG Playeld Coil - 26-1200 8-DR-6 090-5044-ND 11 Toy Box Lid-Power 9 CN7 3 ORG 48V 1 GRY BRN Playeld Coil - 23-620 9-DR-6 090-5083-06-
12 Toy Box Lid-Hold 9 CN7 4 YEL GRN 48V 1 GRY BRN Playeld Coil - 30-3900 9-DR-7 090-5083-06-
13 14 Left Pop Bumper 9 CN8 10 ORG BLK 48V 1-4 GRY BRN Playeld Coil - 26-1200 9-DR-2 090-5044-ND 15 Right Pop Bumper 9 CN8 11 ORG BRN 48V 1-4 GRY BRN Playeld Coil - 26-1200 9-DR-3 090-5044-ND 16 Top Pop Bumper 9 CN8 9 ORG RED 48V 1-4 GRY BRN Playeld Coil - 26-1200 9-DR-4 090-5044-ND 17 18 19 Right Eject 9 CN8 7 YEL ORG 48V 1-4 GRY BRN Playeld Coil - 26-1200 9-DR-1 090-5044-ND 20 21 Toy Box Magnet 9 CN8 5 BRN BLK 48V 1-4 GRY BRN Playeld Coil - 22-650 9-DR-0 511-5065-ND
22 23
24 25 26
27 28 29
30 31
32 33 Coin Meter 1 CN3 2 BLK 12V 1 RED Cabinet Digital Out 1-DR-2 500-9946-00
34 Ticket Meter 1 CN4 2 BLK 12V 1 RED Cabinet Digital Out 1-DR-3 500-9946-00 35 Ticket Dispenser 1 CN11 3 12V 1 Cabinet Digital Out 1-DR-4
ND
ND
3.3 SWITCH REFERENCE
ID Name Node Node
1 Left Outlane 8 - CN11 4 LGN RED 11-12 BLK ORG Playeld Rollover 8-SW-17 500-9935-04 2 Left Return Lane-Left 8 - CN11 5 LGN ORG 11-12 BLK ORG Playeld Rollover 8-SW-18 500-9935-04 3 Left Return Lane-Right 8 - CN11 8 LGN VIO 11-12 BLK ORG Playeld Rollover 8-SW-21 500-9935-04
4 5 Right Return Lane 8 - CN11 6 LGN YEL 11-12 BLK ORG Playeld Rollover 8-SW-19 500-9935-03 6 Right Outlane 8 - CN11 7 LGN BLU 11-12 BLK ORG Playeld Rollover 8-SW-20 500-9935-04
7 Left Slingshot 8 - CN10 4 GRY BLU 8 BLK GRN Playeld Leaf 8-SW-30 180-5231-00 8 Right Slingshot 8 - CN10 3 GRY VIO 8 BLK GRN Playeld Leaf 8-SW-29 180-5231-00 9 Left Flipper Button 8 - CN9 4 GRY BRN 7 BLK GRN Cabinet Leaf 8-SW-25 180-5160-01
10 Right Flipper Button 8 - CN9 3 GRY RED 7 BLK GRN Cabinet Leaf 8-SW-24 180-5160-01 11 Left Flipper EOS 8 - CN10 6 GRY YEL 9 BLK GRN Playeld Leaf 8-SW-16 180-5149-00 12 Right Flipper EOS 8 - CN10 5 GRY GRN 9 BLK GRN Playeld Leaf 8-SW-31 180-5149-00 13 14 15 Trough 6 8 8a CN14 - - Playeld Opto 8-SW-32 520-5344-00 tx
16 Trough 5 8 8a CN14 - - Playeld Opto 8-SW-33 520-5344-00 tx
© 2016 Rag Doll Merchandising, Inc. Under License to Epic Rights.
Ext
Conn. Input
Input Wire GND
Pin
Ground Wire Location Type Address Part Number
Pin
AEROSMITH PRO MANUAL 500-55I5-01
520-7001-00 rx
520-7001-00 rx
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SPIKE SYSTEM AND NODE GUIDE
SWITCH REFERENCE CONTINUED
ID Name Node Node
17 Trough 4 8 8a CN14 - - Playeld Opto 8-SW-34 520-5344-00 tx
18 Trough 3 8 8a CN14 - - Playeld Opto 8-SW-35 520-5344-00 tx
19 Trough 2 8 8a CN14 - - Playeld Opto 8-SW-36 520-5344-00 tx
20 Trough 1 8 8a CN14 - - Playeld Opto 8-SW-37 520-5344-00 tx
21 Trough Jam 8 8a CN14 - - Playeld Opto 8-SW-38 520-5344-00 tx
22 Shooter Lane 8 - CN10 2 GRY WHT 7 BLK GRN Playeld Rollover 8-SW-28 180-5157-01 23
24 (A)EROSMITH Target 8 - CN11 2 LGN BLK 11-12 BLK ORG Playeld Leaf, Target 8-SW-26 515-9783-00-00 25 A(E)ROSMITH Target 8 - CN11 9 LGN GRY 11-12 BLK ORG Playeld Leaf, Target 8-SW-22 515-9783-00-00 26 AE(R)OSMITH Target 8 - CN11 8 LGN WHT 11-12 BLK ORG Playeld Leaf, Target 8-SW-23 515-9783-00-00
27 28 Left Scoop 8 - CN12 2 WHT BRN 10 BLK RED Playeld Micro 8-SW-8 180-5209-00 29 Toy Box Enter 1 9 - CN13 2 WHT RED 10 BLK GRY Playeld Opto 9-SW-0 520-7036-00 tx
30 Toy Box Enter 2 9 - CN13 3 WHT ORG 10 BLK GRY Playeld Opto 9-SW-1 520-7036-00 tx
31 Toy Box Enter 3 9 - CN13 4 WHT YEL 10 BLK GRY Playeld Opto 9-SW-2 520-7036-00 tx
32 Toy Box Lid 9 - CN13 5 WHT GRN 10 BLK GRY Playeld Micro 9-SW-3 180-5119-02 33 AEROSMIT(H) Target 8 - CN12 6 WHT GRN 10 BLK RED Playeld Leaf, Target 8-SW-12 515-9783-00-00
34 AEROSMI(T)H Target 8 - CN12 7 WHT BLU 10 BLK RED Playeld Leaf, Target 8-SW-13 515-9783-00-00 35 AEROSM(I)TH Target 8 - CN12 8 WHT VIO 10 BLK RED Playeld Leaf, Target 8-SW-14 515-9783-00-00 36 AEROS(M)ITH Target 8 - CN12 9 WHT GRY 10 BLK RED Playeld Leaf, Target 8-SW-15 515-9783-00-00
37 38 Spinner 8 - CN13 2 PNK BLK 10 BLK BRN Playeld Micro 8-SW-0 180-5010-04 39 Motor Home 8 - CN13 3 PNK BRN 10 BLK BRN Playeld Micro 8-SW-1 180-5010-04
40 Motor Away 8 - CN13 4 PNK RED 10 BLK BRN Playeld Micro 8-SW-2 180-5010-04 41 Top Scoop 8 - CN13 5 PNK ORG 10 BLK BRN Playeld Micro 8-SW-3 180-5209-00 42 43 44 45 Left Pop Bumper 9 - CN10 2 GRY BLK 7-9 BLK YEL Playeld Leaf 9-SW-28 180-5232-00 46 Right Pop Bumper 9 - CN10 3 GRY BRN 7-9 BLK YEL Playeld Leaf 9-SW-29 180-5232-00 47 Top Pop Bumper 9 - CN10 4 GRY RED 7-9 BLK YEL Playeld Leaf 9-SW-30 180-5232-00 48 49 AER(O)SMITH Target 9 - CN11 4 TAN ORG 11-12 BLK BLU Playeld Leaf, Target 9-SW-17 515-9785-00-00 50 AERO(S)MITH Target 9 - CN11 5 TAN YEL 11-12 BLK BLU Playeld Leaf, Target 9-SW-18 515-9785-00-00 51 52 Left Orbit 9 - CN10 5 GRY ORG 7-9 BLK YEL Playeld Rollover 9-SW-31 500-9935-04 53 Left Ramp Exit 9 -
54 55 56 Toy Box Hit 9 - CN10 6 GRY 7-9 BLK YEL Playeld Opto 9-SW-16 515-0215-00 tx
57 Toy Box Target-Left 9 - CN11 2 TAN BLK 11-12 BLK BLU Playeld Leaf, Target 9-SW-26 515-9785-00-00 58 Toy Box Target-Right 9 - CN11 3 TAN RED 11-12 BLK BLU Playeld Leaf, Target 9-SW-27 515-9785-00-00 59 60 61 Right Eject 9 - CN11 6 TAN GRN 11-12 BLK BLU Playeld Micro 9-SW-19 180-5186-01
Conn. Input
Ext
CN11 8 TAN VIO 11-12 BLK BLU Playeld Micro 9-SW-21 180-5087-00
Input Wire GND
Pin
Ground Wire Location Type Address Part Number
Pin
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520-7001-00 rx
520-7001-00 rx
520-7001-00 rx
520-7001-00 rx
520-7001-00 rx
520-7037-00 rx
520-7037-00 rx
520-7037-00 rx
515-0215-01 rx
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AEROSMITH PRO MANUAL 500-55I5-01
© 2016 Rag Doll Merchandising, Inc. Under License to Epic Rights.
SWITCH REFERENCE CONTINUED
SPIKE SYSTEM AND NODE GUIDE
Figure 3.3.1. Playeld switch locations (top view).
© 2016 Rag Doll Merchandising, Inc. Under License to Epic Rights.
AEROSMITH PRO MANUAL 500-55I5-01
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