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 Melrose Park, 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 our quality standards.
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).
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KISS PRO
KISS PRO #500-55H1-01
MANUAL #780-50H1-01
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
• A helper
5
SETUP AND MOVING
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
6
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.
11
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 in to the legs.
15
14
11
14
8. Install front legs using the bolts
removed from Step 5. Secure
tightly.
9. Use a helper to carefully set the
game down on the front legs.
11. With the ⅝” socket wrench, loosen
and remove the 2 leg bolts on
each side of the rear cabinet, 4
total.
KISS PRO MANUAL #500-55H1-01
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 the 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
move and hold the yellow top
molding lock handle to the left.
28. Remove the front top molding and
then release the handle.
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. Raise the playeld and rest it against the backbox.
32. Grasp the lower arch between the ippers, and rmly but
gently pull directly up to raise the playeld 8-12 inches.
33. While holding the playeld up, pull the playeld toward
you until the two playeld supports are over the front
edge of the cabinet.
34. Rest the playeld on the front edge of the cabinet.
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.
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
2. Remove the backbox securing
3
2
TOOLS REQUIRED
• STRAP (500LB OR GREATER)
• A HELPER
• HAND TRUCK
4
NEVER TRANSPORT THE GAME IN A
MOVING VEHICLE WITH THE BACKBOX RAISED! TWO PEOPLE ARE REQUIRED TO REMOVE THE LEGS!
STAND UP
6. Remove the legs, rear legs rst.
Use a stool or a friend to support
6
bolts
3. Carefully lower the backbox onto
the side rails. Use a piece of cardboard or suitable padding between
the backbox and the game.
4. Securely strap the back box to the
8
10. Secure all loose parts and trans-
game
5. The game may be transported with
the legs on. If the legs must be removed, follow the remaining steps.
• Enter the software diagnostics menu, start lamp test, then
clean and wax the playeld.
• While cleaning the playeld, identify and repair malfunctioning
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 conrm the switch.
• Lift the playeld 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 playeld to ensure it is level and set to the proper
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 playeld 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 playeld 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 playeld 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 screw driver
• 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 headlampv
• Soldering Iron (60w with at tip), lead-free solder
• Wire cutter
• Wire stripper
• Long nose (“needle nose”) pliers
1.4 MAINTENANCE KITS
DescriptionPart Number
KISS Pro Maintenance Kit
• 8 oz pinball playeld wax (Novus # 2) (675-0003-01)
• Standard Pinball (260-5000-00)
• Cleaning Cloth
• All Playeld Rubber Rings
• Spare Fuses
KISS Pro Deluxe Maintenance Kit
• All standard kit items, plus:
• Flipper rebuild kits, Left and Right (500-6307-10,-00)
KISS Playeld Plastics Kit803-5000-H1
KISS Playeld Decals Kit802-5000-H1
KISS Playeld Decals Kit (Germany)802-5000-H1-GER
KISS Pro Cabinet Decal Left820-66H1-01
KISS Pro Cabinet Decal Left (Germany)820-66H1-01G
KISS Pro Cabinet Decal Right820-66H1-02
KISS Pro Cabinet Decal Right (Germany)820-66H1-02G
KISS Pro Cabinet Decal Left820-66H1-03
KISS Pro Cabinet Decal Left (Germany)820-66H1-03G
KISS Pro Cabinet Decal Right820-66H1-04
KISS Pro Cabinet Decal Right (Germany)820-66H1-04G
KISS Pro Cabinet Decal Front820-66H1-05
KISS Pro Cabinet Decal Front (Germany)820-66H1-05G
KISS Pro Playeld, Bare830-5000-H1
KISS Pro Playeld, Bare (Germany)830-5000-H1G
KISS Pro Translite830-52H1-01
KISS Pro Translite (Germany)830-52H1-GER
502-6002-H1
502-6003-H1
1.5 COMMON PARTS
DescriptionPart Number
8 oz Pinball Playeld wax (Novus # 2)675-0003-01
Standard Pinball, 1-1/16 in260-5000-00
Flipper Rebuild Kit Left (Standard)500-6307-10
Flipper Base Plate Kit Left515-6617-01
Flipper Rebuild Kit Right500-6307-00
Flipper Base Plate Kit Right515-6617-00
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 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.
COIN-DOOR SAFETY INTERLOCK
To protect the system and for user safety, power to the playeld
is disabled when the front coin door is opened. 48V system power and 9V node bus power is disabled to all playeld components
until the switch is closed.
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.
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.
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!
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.
FUSES
Nodes that have 48 V power are fused individually. Fuse voltage
ratings are a safety rating and always must be higher than the
circuit the fuse is protecting. Never replace a fuse with a lower
voltage-rated fuse. Fuse current ratings must be replaced with
the same current value. A higher current value fuse could cause
catastrophic failures, and a lower-value fuse will cause premature
fuse failures.
31 Meter 11CN32BLK12V1REDCabinetDigital Out1-DR-2500-9946-00
32 Meter 21CN42BLK12V1REDCabinetDigital Out1-DR-3500-9946-00
33 Ticket Dispenser1CN11312V1CabinetDigital Out1-DR-4
Ret.
nector
CN9
CN9
Ret. WireVoltage V+
Pin
4BLU-ORG5V1REDPlayeldMotor10-LP-41511-5190-00
5BLU-YEL5V1REDPlayeldMotor10-LP-42511-5190-00
V+ ColorLocation TypeAddressPart Number
Pin
Figure 3.3.1. Driver reference table.
3.3 SWITCH REFERENCE
NameNode Node
1Return Lane L11-CN73WHT-RED10BLK-VIOPlayeldRollover11-SW-1500-9935-04
2Return Lane R11-CN16TAN-GRN10BLK-ORGPlayeldRollover11-SW-28500-9935-03
3Left Outlane11-CN72WHT-BRN10BLK-VIOPlayeldRollover11-SW-0500-9935-04
30Left Pop Bumper9-CN64LGN-BLK3BLK-BRNPlayeldLeaf9-SW-4180-5232-00
31Right Pop Bumper9-CN84LGN-BRN3BLK-BRNPlayeldLeaf9-SW-5180-5232-00
32Bottom Pop Bumper9-CN104LGN-RED3BLK-BRNPlayeldLeaf9-SW-6180-5232-00
33Top Pop Bumper9-CN124LGN-ORG3BLK-BRNPlayeldLeaf9-SW-7180-5232-00
35Up Left Sling9-CN52LGN-YEL1BLK-BRNPlayeldLeaf9-SW-0180-5231-00
36Up Right Sling9-CN72LGN-BLU1BLK-BRNPlayeldLeaf9-SW-1180-5231-00
384 Bank (K)ISS10-CN64WHT-BRN3BLK-BLUPlayeldLeaf, Target10-SW-4515-9783-00-00
394 Bank K(I)SS10-CN84WHT-RED3BLK-BLUPlayeldLeaf, Target10-SW-5515-9783-00-00
404 Bank KI(S)S10-CN104WHT-ORG3BLK-BLUPlayeldLeaf, Target10-SW-6515-9783-00-00
414 Bank KIS(S)10-CN124WHT-YEL3BLK-BLUPlayeldLeaf, Target10-SW-7515-9783-00-00
42Verticual Upkicker10-CN72WHT-BLU1BLK-BLUPlayeldRollover10-SW-1180-5209-00
43Scoop10-CN92WHT-VIO1BLK-BLUPlayeldRollover10-SW-2180-5057-00
44Left Lock Target11-CN52LGN-BLK10BLK-GRYPlayeldLeaf, Target11-SW-8515-9785-00-00
45Right Lock Target11-CN53LGN-BRN10BLK-GRYPlayeldLeaf, Target11-SW-9515-9785-00-00
46Left Return Lane (R)11-CN74WHT-ORG10BLK-VIOPlayeldRollover11-SW-2500-9935-04
47Eject10-CN52WHT-GRN1BLK-BLUPlayeldMicro10-SW-0180-5186-01
48Spinner10-CN111WHT-GRY1BLK-BLUPlayeldMicro10-SW-3180-5010-04
49Demon Entrance Opto11-CN54LGN-RED10BLK-GRYPlayeldOpto11-SW-10515-0215-00 tx