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 lightheadedness, 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.
ATTENTION! IMPORTANT WARRANTY INFORMATION
The electronics system, node network architecture, mechanical devices and associated software control systems in this pinball machine are designed to work with genuine
Stern Pinball accessories and devices.
Installation of non-authorized accessories, lamps, LED’s, motors or other devices or modication of electro-mechanical devices may damage the system and will void your
warranty.
Stern Pinball machines are assembled in Elk Grove Village, Illinois, USA. Stern Pinball has inspected each game element to ensure it meets our quality standards.
Each pinball machine has unique characteristics that make it a one-of-a-kind American made product. Each will have variations in appearance resulting from differences
in the machine’s particular wood parts, individual printed art and mechanical assemblies. No playeld is perfectly at and varies depending on the season. Game play will
result in playeld dimpling as the harder steel ball contacts the wood and coating; over time multiple dimples will blend to make them less noticeable. Normal plastic insert
crazing (tiny stress cracks) and ghosting (small cloudy areas around insert edges) are often seen in pinball machines, due to a combination of plastic mold stress, pushing of
inserts into purposely undersized holes, and heating and breaking of inserts’ plastic “skin” when the playeld eld is sanded.
Games congured for North America operate on 60 cycle electricity only. These games will not operate in countries with 50 cycle electricity (Europe, UK, Australia).
MANUAL #780-50K1-00
DEADPOOL PRO #500-55K1-01
1-800-KICKERS - parts.service@sternpinball.com
www.sternpinball.com - facebook.com/sternpinball
TABLE OF CONTENTS
1. Setup and Moving .................................. 3
Your brand new Stern Pinball Machine is
carefully packed for safety and security.
For your safety, exercise caution and use
the correct tools and sufcient help when
setting up your new game.
2
1
2
TOOLS REQUIRED
• 5/8” Socket Wrench
• Utility Knife
• Snips
• An Assistant
5
6
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.
5
7
7
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.
8
9
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.
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.
DEADPOOL PRO MANUAL 500-55K1-01
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.
15
14
14
11
11
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.
3
SETUP AND MOVING
FIRST-TIME SETUP CONTINUED
17
21
19
15. Cut nylon strapping and remove
protective strap corner guards.
16. Locate the factory keys, either on
the shooter rod or taped to the
playeld 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.
25
26
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.
27
27. Reach inside the cabinet and lift
the two latches located on either
side of the coin door.
28. Remove the front top molding.
27
29. Remove the playeld glass by
sliding it toward you and carefully
place it in a safe location.
Remove all playeld shipping
tie downs, shipping blocks, and
packing foam, and follow any
game-specic unpacking instructions included in the playeld, 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.
30. If pinballs were already installed into the lower ball
trough, remove them before lifting the playeld.
31. Grasp the lower arch between the ippers, and rmly
but gently pull directly up to raise the playeld 8 to 12
inches.
32. While holding the playeld up, pull the playeld toward
you until the two playeld supports are over the front
edge of the cabinet.
33. Rest the playeld on the front edge of the cabinet.
34. Raise the playeld 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 playeld level bubble, located on the front right of
the playeld next to the shooter lane, to oat between
the two (2) black lines. This will place the playeld at the
recommended 6.5° pitch. Playeld angles greater than
6.5° can be achieved by turning out the rear leg leveler(s) for increased difculty and faster gameplay.
3. Use a pinball to roll down the center of the playeld 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.
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.
Each table has feature adjustments specic 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.
6
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.
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 playeld, and secure any free-moving mechanisms
that may get damaged in transport
3
2
TOOLS REQUIRED
• STRAP (500LB OR GREATER)
• AN ASSISTANT
• HAND TRUCK
4
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
6
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.
8
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.
9
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.
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 specic
inputs and outputs for coin doors, tilt mechanisms, and other
bottom-cabinet devices.
• 48V playeld 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 specic 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 specic 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 specied 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 congurable.
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
DescriptionTypePart Number
SPIKE CPU NodeNode509-1003-01
Cabinet NodeNode520-6967-72
Playeld 48V Core-Driver NodeNode520-7017-72
Trough Serial Opto Receiver ExtensionExtension520-7001-00
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!
The coin-door diagnostic switches are connected directly to the CPU node via the Cabinet Node. Note that both the CPU and
Cabinet nodes are required for diagnostic switch operation.
CN15-Pin .156” HeaderBackbox 2-channel amplied speaker out
CN23-Pin .100” HeaderConsole Port
CN37-Pin .100” Header Headphone connector
CN42-Pin .156”Cabinet 1-channel amplied speaker out
CN57-Pin .100” HeaderLine In/Out
CN634 Pin 2.00mm Header LCD display connector
CN75-Pin .156” Header48V supply from main power supply
CN86-Pin .100” HeaderSPI Serial
CN9USBUSB connector - for software updates,
audit dumps, and expansion modules
CN9USBUSB connector - for software updates,
audit dumps, and expansion modules
CN10HDMI HDMI Out
CN11RJ45SPIKE node bus - to cabinet node N1
CN12RJ45SPIKE node bus - To Topper accessory Kit
CN13SD CARDSD Card connector
CN145-Pin .100” HeaderLCD Backlight
CN153-Pin .100” HeaderBackbox Light
CN164-Pin .100” Header3.3v / 5v / 12v
CN17ETHERNETETHERNET connector
CN21SATA HeaderSATA connector
CN22RJ45SPIKE node bus - to playeld node
CN2512-Pin .100” HeaderDedicated switch inputs - service, volume
switches
Input WireGND
Pin
Pin
Ground WireLocationTypeAddressPart Number
COMPONENTS
IDName
S1DIP Switches
S2Reset Switch
SD CARD (CN13) For system SD card. Note: only to be removed if instruct
ed to by Stern Service.
BT1BR1225 3V Lithium battery for game clock between
power cycles
STATUS LEDS
LED ID NameColorDescription
48V+48V Supply InRedON: Main system power is
connected, OFF: No 48V system
power. Check power supply con
nections, cables, and fuses.
24V+24V Audio PowerRedON: Audio power supply is good,
OFF: Audio power supply off, call
tech support.
9V+9V Node Bus Power RedON: Node bus power supply is
good, OFF: Node bus power supply bad, call tech support.
5VRedON: Logic power supply is good.
OFF: Logic power supply bad, call
tech support.
TxDNode bus transmitRedNode bus transmit activity
RxDNode bus receiveRedNode bus receive activity
StatusSystem statusRedConstant double blink - game
Figure 4.1.2. Service switch wiring. Note that the Cabinet Node
must be present and CN10 and CN12 connected for the Coin
Door Service Switches to function correctly.
TO MAINTAIN SAFETY, GROUND WIRE FROM LINE FILTER
IS TO BE MOUNTED FIRST ON GROUNDING STUD AND
SECURED WITH NUT. ALL OTHER GROUNDS MAY THEN BE
ATTACHED TO GROUNDING STUD.
REPLACE ALL FUSES WITH CORRECT CURRENT RATINGS!
NORTH AMERICA
LINE FILTER
GROUNDING
STUD
POWER SUPPLY
POWER DIST.
BILL VALIDATOR
(USER INSTALLED OPTION)
INTERNATIONAL
LINE FILTER
GROUNDING
STUD
POWER SUPPLY
POWER DIST.
LINE CORDS
Part NumberDescription
034-6012-00Line Cord, 3m, 5-15P USA
034-6012-01Line Cord, 3m, CEE77P EUROPE
034-6012-02Line Cord, 3m, BS1363P United Kingdom
034-6012-03Line Cord, 3m, AS-NZS4417P Australia
034-6012-04Line Cord, 3m, CEI23-16P Italy
034-6012-05Line Cord, 3m, SEV1011P Switzerland
034-6012-06Line Cord, 3m, JIS8303P Japan
034-6012-07Line Cord, 3m, SI32P Israel
034-6012-08Line Cord, 3m, BS546P S Africa, India
034-6012-09Line Cord, 3m, IS6538P S. India
LINE FUSES
Line Voltage (Region) Fuse
120V (North America)8 ASlow Blow MDL200-5000-05
220/240v (Europe, Australia,
Figure 5.1.2. Rubber o-ring part numbers and usage. ID: Inner
Diameter, OD: Outer Diameter, Durometer: Higher number is
rmer, less bounce, and more durable.
IDQtyDescriptionColorPart Number
111Plunger TipBlack545-5276-00
122Flipper RubberBlack545-5277-00
134Bumper Pad (Sub assemblies)Black545-5105-00
144Bumper Pad (Flippers)Black545-5428-00
Figure 5.1.3. Other rubber part numbers and usage
5.2 RUBBER SIZE CHART
3-1/2”
3”
2-3/4”
2-1/2”
2”
1-3/4”
1-1/2”
1-1/4”
1”
3/4”
6
12
12
Figure 5.1.1. Rubber o-ring part locations
34
7
6
11
7/16”
Figure 5.2.1. Rubber ring inner diameter sizing tool. Hold ring up
to chart and read largest size on inside of ring. Dimensions are
Inner Diameter (ID) unless otherwise noted as Outer Diameter
(OD).
2515-6308-01COIL STOP BRACKET1
3180-5149-00SWITCH - END OF STROKE N/C1
4090-5020-20-NDCOIL1
5269-5002-00SPRING WASHER1
6535-7354-00SWITCH RETURN SPRING BRACKET1
7265-5035-00SPRING FLIPPER RETURN1
8535-7356-00COIL SUPPORT BRACKET1
9545-5388-00COIL SLEEVE, FLIPPER1
10545-5070-00FLIPPER BAT BUSHING1
11545-5428-00FLIPPER BUMPER PAD1
12237-6144-00SET SCREW #10-32 x 3/4" SOCKET2
13515-7203-01PLUNGER/CRANK ASSEMBLY, LEFT1
14515-5133-08-06FLIPPER BAT AND SHAFT*1
500-6307-10FLIPPER REBUILD KIT, LEFT
* Refer to game rubber chart for ipper
rubber color and part number.
12
10
14
1
14
IDPart NumberDescriptionQty
1515-6617-00FLIPPER BASE PLATE RIGHT KIT W/
2515-6308-01COIL STOP BRACKET1
3180-5149-00SWITCH - END OF STROKE N/C1
4090-5032-NDCOIL1
5269-5002-00SPRING WASHER1
6535-7354-00SWITCH RETURN SPRING BRACKET1
7265-5035-00SPRING FLIPPER RETURN1
8535-7356-00COIL SUPPORT BRACKET1
9545-5388-00COIL SLEEVE, FLIPPER1
10545-5070-00FLIPPER BAT BUSHING1
11545-5428-00FLIPPER BUMPER PAD1
12237-6144-00SET SCREW #10-32 x 3/4" SOCKET2
13515-7203-00PLUNGER/CRANK ASSEMBLY 1
14515-5133-08-06FLIPPER BAT AND SHAFT*1
500-6307-00FLIPPER REBUILD KIT, RIGHT
12
10
BRACKET MOUNTING HARDWARE
* Refer to game rubber chart for ipper
rubber color and part number.
6830-6117-00SWITCH SPACER1
7237-5976-04SCREW, 6-32 X 5/8" HWH SWAGE2
LUG - ANTILOFT - BLACK
8267-5013-00SPRING, TORSION, BASH TOY, DEAD
POOL
9545-5423-00NYLINER, 1/4" SHAFT, 4L1-FF2
10242-5012-00WASHER, 1/4 X 7/16 X 1/322
11270-5002-00RETAINING RING - 1/4"2
99* 036-6274-18-K2CABLE, BASHPOOL TARGET1
8
9
211
1
1
1
-
1
5.17 EJECT VUK ASSEMBLY
500-1050-00
1
10
11
1
LOCTITE 243
12
8
LOCTITE 243
IDPart NumberDescriptionQty
1515-9984-00BRACKET - EJECT1
2090-5004-NDCOIL 27-1500 - NO DIODE1
3545-5076-01COIL SLEEVE1
pallet)
Box dimensions (h, w, d)56.5 x 31 x 31 in144 x 79 x 79 cm
Minimum dimensions (h,
w, d)
230 lbs105 kg
76 x 26 x 57 in193 x 66 x 145 cm
• (h, w, d) = height, width, depth.
SPECIFICATIONS, ELECTRICAL
SpecicationNorth America -
Line Voltage, Nominal 120 VAC240 VAC
Line Voltage Range90 VAC - 250 VAC90 VAC - 250 VAC
Line Frequency *60 Hz50 Hz, 60 Hz
Line Power, Current -
attract mode
Line Power, Current -
nominal
Line Power, Current -
peak, <100 ms
120VAC
70 W, 0.6 A @ 120
VAC
360 W, 3 A @ 120 VAC 360 W, 1.5 A @ 240 VAC
540 W, 4.5 A @ 120
VAC
* NOTE: Games designed for 60hz operation (e.g. North America games) will not function correctly on 50hz power and vice
versa.
WARNING: Overloading electrical supply circuits is dangerous.
Do not overload circuits. To calculate the maximum number of
games for a circuit, check circuit amperage rating and divide
by the game Nominal Line Power Current rating for your line
voltage. For example, a 15A 120V household circuit, 15/3 A
(nominal current) = 5 games maximum.
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 insure it
meets stringent quality and playability standards.
STERN PINBALL INC LIMITED WARRANTY
Stern Pinball Inc (‘SELLER’) warrants only to the initial purchaser of its
products that the items listed below are free from defects in material
and workmanship under normal use and service for the warranty period
specied:
• Printed circuit boards (game logic): 2 months
• Dot Matrix / LCD Display: 9 months
No other parts of seller’s product are warranted.
Warranty periods are effective from the initial date of shipment from
seller to its authorized distributors.
Seller’s sole liability shall be, at its option, to repair or replace products
which are returned to seller during the warranty periods specied,
provided:
1. Seller is notied promptly upon discovery by purchaser that
stated products are defective.
2. Such products are properly packaged and then returned
freight prepaid, to seller’s plant.
This warranty does not apply to any parts damaged during shipment
and/or due to improper handling, or due to improper installation
or usage, or alteration. In no event shall the seller be liable for
any anticipated prots, loss of prots, loss of use, accidental or
consequential damages, or any other losses incurred by the customer
in connection with the purchase of a Stern Pinball Inc Product.
WARRANTY DISCLAIMER
Except as specically provided in a written contract between seller and
purchaser, there are no other warranties, express or implied, including
any implied warranties of merchantability or tness for a particular
purpose.
This Game Service Manual and all other documents relating to this
product, playeld components, features, rules, programming, and
operation are subject to change without notice (Service Bulletins, if
applicable, available through ofcial Stern Pinball website).
ATTENTION!
IMPORTANT WARRANTY INFORMATION
The electronics system, node network architecture,
mechanical devices and associated software control
systems in this pinball machine are designed to work
with genuine Stern Pinball accessories and devices.
Installation of non-authorized accessories, lamps,
LED’s, motors or other devices or modification of
electro-mechanical devices may damage the system
and will void your warranty.
6.3 WARNINGS, COMPLIANCE,
AND LEGAL NOTICES
PHOTOSENSITIVE SEIZURES HEALTH WARNING
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 lightheadedness,
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.
PARTS SUBSTITUTIONS
For safety and reliability, substitute parts and equipment
modications are not recommended and may void any
and all warranties. Use of Non-Stern Pinball Inc Parts or
Modications of game circuitry may adversely affect game
play or game safety. Transport pinball machines with hinged
backbox in the down position only! Always take great care
when servicing any game. Always ready the service manual before replacing
or servicing components. Substitutions of parts or equipment modications
may void FCC type acceptance.
Always disconnect the line voltage before servicing. Some parts may remain
energized when unplugged. Take great caution when servicing any electrical
components.
FCC CLASS A SUBPART J COMPLIANCE
This equipment has been tested and found to comply
with the limits for a Class A digital device, pursuant to
part 15 of the FCC Rules. These limits are designed
to provide reasonable protection against harmful
interference when the equipment is operated in a
commercial environment. This equipment generates,
uses, and can radiate radio frequency energy and, if not
installed and used in accordance with the instruction
manual, may cause harmful interference to radio
communications. Operation of this equipment in a
residential area is likely to cause harmful interference
in which case the user will be required to correct the
interference at his own expense.
RF INTERFERENCE NOTICE
The cable harness placements, ground strap routing, and other shielding
have been designed to keep RF radiation and conduction within levels
accepted by FCC rules. To maintain these levels, factory harness position,
shielding, and ground straps must be installed in their factory locations
should they become disconnected during maintenance.
COPYRIGHT AND INTELLECTUAL PROPERTY NOTICE
This document and the data disclosed herein or herewith is not to be
reproduced (Except where noted), used, or otherwise disclosed in whole or
in part to anyone without written consent of Stern Pinball Inc.
Products in this manual, the company name and devices and the design
of the manual itself are protected by federal patents (and patents pending),
design registrations, trademarks, and copyrights. Action will be taken
in the event of infringement or imitation. The right is reserved to change