(Topic ID: 195516)

NODE BOARD FAILURE- How common?

By o-din

6 years ago


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  • 184 posts
  • 76 Pinsiders participating
  • Latest reply 11 months ago by fuzz
  • Topic is favorited by 15 Pinsiders

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#111 6 years ago

Engineering unique node boards per game seems like a waste of money to me.... yeah you save 15 cents worth of bulk components per board if a game doesn't need those particular drivers but between the electrical engineering and software changes to support that it's like they are spending a dollar to save a penny.... plus pissing everyone off in the process.

I think more likely the reason were seeing different node boards per game is that it was a half-baked system to start with and these things are basically mass produced prototypes with each release getting whatever the latest revision is at the time.

Stern could still down the road release a universal node board and make it backwards compatible through a software update. It's not like these things are controlling anything unique per game... it's all just switches, lights and coils... and sometimes a motor.

I know, wishful thinking. More likely someone else out there will figure out a way and make a killing once stern drops support.

1 month later
#116 6 years ago

Interesting insight as to what they may have been trying with Spike.

Unfortunately they missed the mark when deviating from the idea of using universal, mass produced node boards to desigining several new ones custom for each game along with dropping the $25 standard CPU for a custom designed thing that while neat to have your own thing costs a small fortune.

#135 6 years ago
Quoted from pinballkyle:

How the tides have changed from WOZ. WOZ was a operator's nightmare while other sterns of that era (pre-spike) were bomb proof, like TWD and Star Trek.
Even with the incredible complexity of DI, it's rock solid on route compared to most spike games. My DI has been great.

I think JJP’s node technology is now mature which is why its so solid. Also they only used nodes for lighting and stuck to a traditional power driver board for coils. I’m sure Spike will get there but since they also put coil drivers on their nodes it’s probably a bit more of an effort.

The other nice thing about JJP’s system is the CPU board is an off the shelf unit that can be bought in amazon for like 40 bucks vs paying whatever it is (600-800?) for a replacement Spike board. Fortunately those don’t seem to be having any issues.

Edit: I will add that while it is a concern (and I think a valid concern) I’m not personally worried enough to sell my Spike2 game (AS). I see it as probably a greater concern for operators as the stories above indicate. If my home game ends up down for a bit due to a node issue (so far no issues) it won’t cost me in lost revenue or upset location.

If nodes were made to be inexpensive ($50ish) and universal across games I don’t think anyone would have anything to worry about. Hopefully that’s what they are shooting for.

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