Owner's guide PM0015-0B for the Scorpion 9000 dart game, covering site preparation, electrical requirements, and customer service contacts.
Owner’s Guide
To contact our
Customer Service Department
please call
1-800-445-9353
(USA and Canada)
(215) 639-4700
(outside USA and Canada)
Call us! Your phone is the most powerful
troubleshooting tool
at your disposal. For the best and quickest
service possible,
please provide us with the model #, serial #
and program #
of your game, when you call.
PM0015-0B
COPYRIGHT © 1996 MERIT INDUSTRIES, INC.
PM0015-0B
SCORPION™ 9000 MANUAL
1
SITE PREPARATION
In determining the location for your SCORPION™
9000 dart game, consideration must be given to the
location of a suitable electrical outlet. Since the
game is a computerized device, it should have a
separate circuit, if at all possible. If a circuit is not
available, care should be taken to provide a clean
and constant voltage. As a basic guideline, never
connect the unit to a circuit that also supplies power
to freezers, coolers or other high power-consuming
and electrical-noise-making equipment.
The game should be prominently located to attract
attention, but not where games will be interrupted by
people walking through the playing area. The play
area must extend approximately 8’ from the front of
the machine to accommodate the throw line.
SET-UP AND INSTALLATION
Floor Model Installation
1.
Locate and remove the plastic bag stapled to
the top of the base section. This bag
contains the game keys.
2.
Pull up on the target section until the Velcro
latch on the target section door separates
from the Velcro hook on the base section.
Continue pulling the target section up until it
locks into its upright position. Refer to Figure
7.
3.
Use a #564 key to unlock the target door. On
the upper, right corner of the target door you
will see a safety hook holding the door in its
closed position. Push the hook upward to
release the target door. Inside, stapled to the
floor of the target section, you will find a
plastic bag with three threaded knobs. Place
the knobs and washers in the holes provided
as shown in Figure 9.
4.
Close the target section door.
5.
Using the key provided, open the coin box
door.
6.
Remove the line cord from the coin box and
attach it to the receptacle on the back of the
cabinet. See Figure 7.
7.
Locate and remove the bag of hardware
inside the coin box. This hardware is used to
secure the game to the wall. Refer to the
instructions contained within the bag to
properly install the hook needed for your
application.
8.
Move the game into position. Adjust the
levelers until the game does not rock and is
stable. Attach the safety chain from the
game to the wall hook installed in step 7.
9.
Set the floor mark for the throw line. In the
U.S.A., the throw line should be placed 8
feet from the face of the target. In some
European countries, the throw line distance
is placed 2.44 meters or 2.37 meters from
the face of the target. Consult your local
rules for throw line distances. The throw line
decal can be found in the coin box.
10.
Plug the power cord into the wall outlet.
Power up the game.
Disassembly of Target from Base
If you decide to move the game to a different location
and you do not have access to a large van or
vehicle, you may need to disassemble the target
from the base. In those circumstances, follow the
steps below.
1.
Unplug and remove the power cord from the
back of the game. Store the power cord for
future use.
2.
With the game in the upright position, open
the control panel door. Disconnect the target
lamp power cord from the power supply.
COPYRIGHT © 1996 MERIT INDUSTRIES, INC.
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SCORPION™ 9000 MANUAL
PM0015-0B
Unhook the light power cord from the clips
holding it in place to the back of the cabinet.
Also disconnect the main wiring harness or
harnesses that may connect between the
target and base sections. Close and lock the
control panel door.
3.
Unlock and open the target section door.
Carefully pull the target lamp power cord and
other wiring harnesses up into the target
compartment. Next, remove the large black
assembly knobs and washers. Store the
knobs outside of the target section for future
use. Carefully close and lock the target
section door. Remove all keys from the
target door lock.
4.
Locate the anti-tip bracket on the rear of the
cabinet (see Figure 7). Pull upwards on the
bracket while folding the top section down.
Make sure that the top unit is resting on the
metal support bracket and that the Velcro
latch on the target section securely aligns
with the Velcro hook on the base section.
5.
Standing at the back facing the folded down
target section, place one hand on the target
section and apply a small amount of force
forward to hold the section in place. With
your other hand, take the hinge pin that is
bent to form a handle and pull outward. (See
Figure 8.) Make sure that the hinge pin is
fully removed. Repeat the same procedure
for the other hinge pin.
6.
You are now ready to remove the target
section. Lift the target section upward slightly
and position it over the safety base hook.
Place the target section, HINGE END ONLY,
on the floor.
NOTE:
DO NOT REST THE TARGET SECTION ON HOOD
END. REST IT ON THE HINGE END ONLY. FAILURE
TO DO SO COULD DAMAGE CABLES OR
OVERHEAD DISPLAY.
Reassembly of Target to Base
1.
The reassembly of the target section is very
similar to that of disassembly. Position the
target section so that it is resting on the
metal bracket of the base. Align the hinges
of the target section with the base section
hinge pins. Install the hinge pins, locking
them into position. Refer to Figure 8.
NOTE:
YOU MAY HAVE TO LIFT THE TARGET SECTION
SLIGHTLY TO ALLOW THE HINGE PINS TO MOVE
FREELY INTO THE LOCKED POSITION.
2.
Open the base control panel door.
3.
Make sure that the hinge pins are in the
locked position. Next swing the target
section up into its upright position.
4.
Very carefully open the target section front
door. Place the large black assembly knobs
and washers into the hole that they were
removed from during disassembly. (Refer to
“Floor Model Installation”, step 3.)
5.
Locate the overhead light power cable in the
control panel section. Feed your overhead
light power cable down into the base and
reconnect it to the power supply. Also
reconnect the main harness or harnesses
that interconnect between the sections.
6.
Close all doors and reconnect the power
cord to the back of the game. Reposition the
game to the wall and reconnect the safety
chain to the wall. Plug your power cord into
the wall outlet and turn on the power.
Wall Mount Installation
Your dart game is designed for permanent mounting
to any wall constructed in accordance with standard
building codes. Installing your dart cabinet is not
difficult but the following steps must be followed.
Your game comes equipped with a mounting bracket
which attaches to the wall. The complete assembled
COPYRIGHT © 1996 MERIT INDUSTRIES, INC.
PM0015-0B
SCORPION™ 9000 MANUAL
3
cabinet weighs 85 pounds and is supported by the
mounting bracket. The unit attaches to the bracket
by means of four carriage bolt spacers, extending
from the back of the cabinet.
If you aren't familiar with how to locate wall studs or if
you run into a questionable type of wall construction -
GET HELP!!
The following instructions are recommended as one
method of installing your dart game. If you have a
special situation , or a different method, we remind
you that the cabinet will only be as stable as the wall
is and the way that the bracket attaches to the wall.
NOTE:
BE SURE THAT THE AREA BEHIND THE WALL
DOES NOT CONTAIN WIRES OR PIPES THAT MAY
BE DAMAGED BY THE BRACKET FASTENERS.
There must be a minimum 9 1/2" clearance on both
sides of the game to allow for door opening and
access to the coin mech.
REFER TO FIGURES 10, 11 and 12 FOR STEPS 1
THROUGH 8.
1.
Find the location of a wall stud by using a
stud finder, a joint in the wall board or
paneling or by measuring in multiples of 16"
from any known stud. Once you think you've
found it, a good way to make sure is to tap in
a small finishing nail about 2" above the
floor. If the stud is there, you should hit it
after putting the nail in about 1/2" to 3/4".
2.
Measure up 68" from the floor on the
mounting stud and mark the wall with a
pencil.
3.
Using the nail that you used before, drive it
in just to make sure that you're still lined up
on the stud. If you aren't, go 1/2" either way
until you hit it.
4.
Open the front door of the cabinet and
remove the locking bolt from the mounting
bracket. Close and lock the front door.
5.
Remove the mounting bracket from the back
of the cabinet. Place the bracket against the
wall with the center (threaded) hole directly
over the mark you made in step 2. Now
mark the upper hole with a pencil.
6.
Remove the nail and place the bracket on
the wall. Put a lag screw through the top hole
and into the wall. Tighten the screw far
enough so that the bracket swings slightly.
7.
With the bracket not moving and level, mark
the holes shown in Figure 12. Swing the
bracket to the side and install (4) Molly bolts
into the outer holes. Then, install and tighten
all remaining screws.
8.
Slide the cabinet onto the wall bracket. Make
sure it is secure and won't fall down.
9.
Install the Ultrasonic Transducer assembly
(Player Change Sensor) as shown in
Figure 5:
(a) Route the transducer cable through the
large hole in the center of the hood
assembly.
(b) Secure the Ultrasonic Transducer
assembly to the lamp hood using the (2)
#10 - 24 wing nuts (HW3253) provided.
(c) Connect the transducer cable to J9 on
the STG01 board.
10.
Mount the left and right expansion brackets
and the wood filler as shown in Figure 5:
(a) Mount the left bracket (MW4028) to the
hood using (2) carriage bolts and wing
nuts.
(b) Slide the wood filler into place between
the left and right brackets on top of the
game.
COPYRIGHT © 1996 MERIT INDUSTRIES, INC.
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SCORPION™ 9000 MANUAL
PM0015-0B
(c) Mount the right bracket (MW4029) to
the hood using (2) carriage bolts and
wing nuts.
11.
Using (4) #10-24 wing nuts (HW3253),
mount the overhead display to the brackets
installed in step 10.
12.
Route the overhead display wire up through
the hole in the wood filler and down through
the slot on the left, top of the machine.
Connect the wire to the 3-pin female
connector on the power supply.
13.
Route the ribbon cable from J7 on the
STG01 board up through the overhead
display and over the top of the game.
Connect the other end to the connector on
the top, left side of the game.
14.
On games equipped with the linear power
supply, attach the line cord to the AC power
supply at the base of the cabinet. Tighten the
cable lock assembly so that the cord is
secured to the game.
15.
Attach the price decal above the control
panel, as shown in Figure 13.
16.
Proceed to Section 3 - Testing Your Game.
Disconnecting the Cancel Game Feature
If the Cancel Game feature is not needed, you may
disable the option by following the steps given below.
1.
Open the target section door.
2.
Locate the cancel game switch assembly on
the left side of the cabinet.
3.
Disconnect one or both of the wires attached
to the Cancel Game switch. This will disable
the cancel game feature.
4.
Close the target section door.
COPYRIGHT © 1996 MERIT INDUSTRIES, INC.
PM0015-0B
SCORPION™ 9000 MANUAL
5
GAME OPERATION
Target Alarm
If darts are thrown while the game is in idle mode, the
target alarm will sound and the overhead light will go
off (for a few minutes). This feature can be disabled
by turning off DIP switch 1-8.
Clearing Credits
To clear credits, first power off the game. Next, press
and hold the PLAYER CHANGE button while turning
the game back on. When the “STUC BUTTON”
message appears on the overhead, release the
PLAYER CHANGE button and the credits will be
cleared.
Free Play
A 2-pin connector is provided on the main harness to
allow you to enable free play. See Figures 1 and 2 for
the location of the connector.
If you wish to enable free play, you will need (2) .062
male molex pins, a connector housing and .18 gauge
wire. Insert the molex pins into the connector housing
and attach it to the existing 2-pin connector on the
main harness. Loop the wire as seen in Figure 3.
Free play mode is enabled as long as the connection
is made.
If you want the ability to enable/disable free play
without having to connect and disconnect the wires,
Merit suggests you insert a switch. To do this, simply
cut the looped wire and solder the ends to the switch
(see Figure 3).
Figure 1 - LOCATION OF "FREE PLAY"
CONNECTOR ON MAIN HARNESS
(UPRIGHT MODEL)
Figure 2 - LOCATION OF "FREE PLAY"
CONNECTOR ON MAIN HARNESS
(WALL MOUNT MODEL)
Figure 3 - "FREE PLAY" CONNECTION
CONNECTOR & .22
GAUGE WIRE
STG01 CPU BOARD
MAIN HARNESS 2-PIN CONNECTOR
STG01 CPU
BOARD
MAIN HARNESS 2-PIN
CONNECTOR
CONNECTOR & .22
GAUGE WIRE
MOLEX 2-PIN HOUSING
.18 GAUGE WIRE
WITH MOLEX PINS
SWITCH
MOLEX 2-PIN HOUSING
COPYRIGHT © 1996 MERIT INDUSTRIES, INC.
6
SCORPION™ 9000 MANUAL
PM0015-0B
TESTING YOUR GAME
Merit’s Scorpion
9000 has built-in tests to allow you
to individually test all aspects of the game’s operation,
without actually playing all the games.
Power Up Tests
On power-up, the game performs internal tests on the
ROM and RAM. If the ROM fails, the lamps and
displays will flash slowly; if the RAM fails the lamps
and displays will flash quickly.
• If a button is stuck, “STUC BUTTON” will flash in
the score display.
• A jammed coin mech will flash “COIN#” for the
mech that is jammed.
• If a target segment is stuck, the segment number
will be shown in the temporary score display and
“TARGET” will be flashed in the player score
display.
These problems must be corrected before the
machine will continue.
Operator-selectable Tests
To enter test mode the game must be in the Idle
Mode or Game Select Mode. Start the test mode by
pressing the “TEST” button on the main CPU board
or on the inside of the coin mech door.
Upon entering Test Mode, the temporary score
display will proceed with a numeric cycle test from
“111” to “999.” When it’s finished, “cnA” will appear in
the display. “cnA” indicates the first sub-test under
Test 00; this test will begin unless the PLAYER
SELECT button is used to select a different test.
TEST DESCRIPTIONS
Test 00 - Custom Coin Setup/Books Display
This test allows the operator to change coin
mech/coin credit settings, change game price settings
and review the bookkeeping information. Press the
Solo Challenger® button to select a sub-test.
Custom Coin Setup/Books Sub-Tests
• A - Mechanical Mech Coin/Credit Setup
• B - Electronic Mech Coin/Credit Setup
• C - Custom Counter Setup
• D - Game Pricing Setup
• E - Alternate Pricing (Happy Hour)
• F - ‘01 Option Pricing
• G - Current Books Count*
• H - Lifetime Books Count*
• I - Game
Popularity
• J - Solo Challenger® Popularity
• K - Set Player Change Delay
• L - Bonus Credits Awarded
• M - Promotional Credits Awarded
• N - Free Play Credits
• O - ‘01/Cricket Round Limits Setup
• P - Hi-Score/Lo-Score Round Limits Setup
• Q
321 Round Limits
• R - 3-Dart Out Display
• S
Lo-Score On/Off
• T
NDA Stats
• U - Date Setup**
• V - Clock Setup**
• W - Happy Hour Setup**
*The books are shown two at a time, to step through them,
press the “TEAM” button.
**An NV RAM clock is required for these sub-tests to be
active.
Sub-Test A - Mechanical Mech Coin/Credit Setup
When the test button is pressed, the temporary score
display will show “cnA.” and the Player 1 and 2
displays will show the coin/credit ratio for mechs 1
and 2. The 100’s digit of the display shows the
number of coins; the 10’s and 1’s digits show the
number of corresponding credits. To change the coin
values, pressing a single segment will add 1 to the
count. To change the credit values, pressing a single
segment will add 1 to the count; pressing a double
segment will subtract 1 from the count; pressing a
triple segment will add 10 to the count.
Mech 1 coins - Use target segment “1”
Mech 1 credits - Use target segment “11”
Mech 2 coins - Use target segment “2”
Mech 2 credits - Use target segment “12”
Sub-Test B - Electronic Mech Coin/Credit Setup
The temporary score display will show “cnE” to
indicate the electronic mech setup. This test works
the same way as Sub-Test A. The target segment list
below shows which segment to press for each input:
COPYRIGHT © 1996 MERIT INDUSTRIES, INC.
PM0015-0B
SCORPION™ 9000 MANUAL
7
Input 1 coins - target segment “1”
Input 1 credits - target segment “11”
Input 2 coins - target segment “2”
Input 2 credits - target segment “12”
Input 3 coins - target segment “3”
Input 3 credits - target segment “13”
Input 4 coins - target segment “4”
Input 4 credits - target segment “14”
Special Coin/Credit Setting (US version only)
The coin input value can be set to 0 for the special 3
credits for $1 input. This setting will force the credit
value to 1 and it cannot be changed as long as the
coins are set to 0. With this setting, the first and
second coins entered will each give 1/2 credit and the
third and fourth coins will each give a full credit,
making the base credit cost 33 cents.
Sub-Test C - Custom Setup for Counter
The Custom Counter Setup allows the mechanical
meter to count up to 10 base units (of money) per
coin entered, or 20 base units (you cannot set the
counter to a number between 10 and 20). The
number “10” is represented on the display as “ 1.”
And the number “20” is represented as “ 2.” Setting
the counter to “0” turns off the meter.
For example, assume that a game has 2 mechs, a
quarter and a half dollar. The quarter would be the
base unit. For each quarter entered, the meter should
be incremented once; for each half dollar, the meter
should be incremented two times.
The temporary score display will show “cnt” to
indicate the counter setup. The following lists the
display and which counter assignment is being
displayed.
Player 1
Mechanical Mech 1
Player 2
Mechanical Mech 2
Player 3 100’s
Electronic Mech input 1
Player 3 1’s
Electronic Mech input 2
Player 4 100’s
Electronic Mech input 3
Player 4 1’s
Electronic Mech input 4
You can increment the counter for each mech by
pressing one of the following associated single target
segments:
Segment 1
Mechanical Mech 1
Segment 2
Mechanical Mech 2
Segment 3
Electronic Mech input 1
Segment 13Electronic Mech input 2
Segment 4
Electronic Mech input 3
Segment 14Electronic Mech input 4
Sub-Test D - Game Pricing Setup
The temporary score display will show “Cr”. To select
the game to be priced, press that game’s button. The
current game price, in credits per player, will appear
in the Player 1 display. Pressing the single “1”
segment will increase the cost by 1 (up to 9). Pricing
defaults are as follows:
301
1CR
501
2CR
701
2CR
801
3CR
901
3CR
1001
3CR
Hi-Score
1CR
321 Zap
2CR
Burma Road
2CR
Shanghai
1CR
Baseball
1CR
Cricket
2CR
Pick-It Cricket
2CR
Crazy Cricket
2CR
No-Score Cricket
Always 1 credit less than
Cricket
Sub-Test E - Alternate Pricing (Happy Hour)
The temporary score display will show “HHP” to
indicate the alternate pricing setup mode. You may
now program a second set of game prices, which can
be used at designated times, like “happy hour.” This
sub-test works the same as Sub-Test D, except the
secondary tables are used. These prices will become
active at designated times (see
Sub-Test Q).
NOTE:
IF YOUR GAME IS NOT EQUIPPED WITH A RAM
CLOCK, THIS FEATURE WILL NOT FUNCTION.
Sub-Test F - ‘01 Option Pricing
The temporary score display will show “‘01,” the
Player 1 and 2 displays will show “OPt””IOn” and the
Player 3 and 4 displays will show “cOS””t 0” to
indicate that you are in the ‘01 options pricing sub-
test. Press the TEAM button to toggle the cost
between 0 and 1.
COPYRIGHT © 1996 MERIT INDUSTRIES, INC.
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SCORPION™ 9000 MANUAL
PM0015-0B
Sub-Test G - Current Books Count
The temporary score display will show “cr1” to
indicate current coin counts mode. The coin mech 1
count is shown in the Player 1 and 2 displays; the
coin mech 2 count is shown in the Player 3 and 4
displays. Press the “TEAM” button to show the next
set of counts, for electronic mechs 1 and 2, indicated
by “cr2” on the display. Press the “TEAM” button
again to get counts for electronic mechs 3 and 4,
indicated by “cr3” on the display.
Sub-Test H - Lifetime Books Counts
This sub-test works the same as Sub-Test G, except
the coin counts are for the lifetime of the game, not
just the current books. The temporary score display
will show “LF1,” indicating that you are in lifetime coin
counts mode. The display will change to “LF2” and
“LF3” for lifetime counts on electronic mechs.
NOTE:
THE CURRENT, LIFETIME AND GAME POPULARITY
COUNTERS ARE MONITORED BY ERROR
CORRECTION SOFTWARE. IF THE COUNTERS ARE
CORRUPTED FOR ANY REASON, THE SOFTWARE
WILL DETECT AND STORE THE ERROR. IF THE
“CURRENT” AND “LIFETIME” COIN COUNTS ARE
FLASHING, AN ERROR WAS DETECTED. ALL THE
COUNTERS ARE RESTARTED FROM THE POINT OF
THE ERROR.
Sub-Test I - Game Popularity
The TEMPORARY SCORE display will show “POP”
to indicate the game popularity counts mode. The
game popularity displays the number of times each
game was played. You select each game by pressing
that game’s button.
Sub-Test J - Solo Challenger® Popularity
The temporary score display will show “SOL” to
indicate Solo Challenger® popularity counts mode. To
see the popularity of Solo Challenger® for each
game, press that game’s button.
Sub-Test K - Set Player Change Delay
This sub-test allows you to set the delay for all player
changes (button press (btn) and Automatic Player
Change (APC)). The temporary score display will
show “Set,” the Player 1 and 2 displays will show
“dELAy,” and the Player 3 and 4 displays will show
“btn x “ (“x” being the number of seconds for which
the delay is set) indicating you are in set delay mode.
The delay for the button press player change can
range from 2 to 8 seconds, with the default being 4
seconds. The delay for the APC player change can
be set to 1 second or 2 to 8 seconds, with the default
being 4 seconds To change the delay length press the
single 1 target segment. The delay will increase 2
seconds for each segment press. Pressing the Equal
button will switch to the APC delay.
Sub-Test L - Bonus Credits Awarded
This provides a random match feature at the end of
each game. A randomly selected number is
compared to the 1’s digit of all players’ scores.
Credits equal to the cost of the game are awarded for
each matching digit.
The temporary score display will show “bon” and the
Player 1 and 2 displays will show “cREdIt,” indicating
you are in the bonus spin feature mode. A bonus
credit awarded while the Bonus Spin feature was
activated is shown in the Player 4 display. DIP switch
S2-3 controls this feature.
Sub-Test M - Promotional Credits Awarded
This feature automatically supplies a free credit after
the machine has been in idle mode for approximately
30 minutes. The operator can remove the credit by
pressing the cancel button or disable the promotional
credit feature by toggling DIP switch S2-4.
To indicate that you are in the promotional credit
mode, the temporary score display will show “IdL” and
the Player 3 and 4 displays will show “CREdIt.” The
number of idle credits awarded while the feature was
enabled is shown in the Player 4 display.
Sub-Test N - Free Play Credits
The temporary score display will show “FP “ and the
Player 1 and 2 displays will show “CRE””dIt” to
indicate that you are in the Free Play Credits sub-test.
The number of credits used while the game was in
free play mode are shown in the Player 4 display.
Sub-Test O - ‘01 and Cricket Round Limit Setup
This sub-test allows you to adjust the round limits for
all ‘01 and Cricket games. The temporary score
COPYRIGHT © 1996 MERIT INDUSTRIES, INC.
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SCORPION™ 9000 MANUAL
9
display will show “rnd” and the Player 1 and 2 displays
will show “tAbLE” and the Player 3 and 4 displays will
show “NONE” indicating you are in round limits mode,
table “NONE.”
You now have access to 4 tables: NONE ( no round
limit for ‘01 and Cricket games), CRIC (round limits
for Cricket games, but not ‘01 games), ALL (round
limits for both ‘01 and Cricket games) and LONG
(round limits for Cricket and ‘01 games are
extended). To change tables, press the single 1 target
segment. The next table name will appear in the
Player 3 and 4 displays.
Sub-Test P - Hi-Score Round Limits Setup
The temporary score display will show “HI-,” the
Player 1 and 2 displays will show “SCORE” and the
Player 3 and 4 displays will show “RND” to indicate
Hi-Score round limit setup mode. The round limit
value will be shown in the Player 3 display. Press the
single 1 segment to change the round limit (it can
range from 7 to 10 rounds, with the default being 8
rounds).
Sub-Test Q - 321 Round Limits
The temporary score display will show “321,” the
Player 1 and 2 displays will show “hAS 1x “ (where “x”
= 0 or 5) and the Player 3 and 4 displays will show
“roundS,” indicating that you are in the 321 Round
Limits sub-test. This feature will display the number of
rounds for the game 321. Pressing the TEAM button
will toggle the rounds between 10 and 15.
Sub-Test R - 3-Dart Out Display
The temporary score display will show “On,” the
Player 1 and 2 displays will show “3-d””ARt” and the
Player 3 and 4 displays will show “ Ou””tS” to indicate
that you are in the 3 Dart Out display sub-test. This
feature will display suggested 3-dart out shots once a
player’s score is under 181. Use the TEAM button to
toggle this feature on and off.
Sub-Test S - Lo-Score On/Off
The temporary score will display “On” or “Off,” the
Player 1 and 2 displays will show “Lo- SCR” and the
Player 3 and 4 displays will show “PLAYEd” indicating
that you are in the Lo-Score On/Off sub-test. When
DIP switch 2-1 is OFF, this feature allows you to
remove the Lo-Score game from the game menu.
Pressing the TEAM button toggles the Lo-Score
game on and off.
Sub-Test T - NDA Stats
The temporary score display will show “SEt” and the
Player 1 and 2 displays will show “StAtS.” The Player
3 display will show either “TPS” or “OFF” and the
Player 4 display will show “ALL,” “NDA” or “Std” to
indicate the NDA stats setup mode. (Default setting is
“TPS” and “Std.”)
If the Player 3 display shows “TPS,” the game will
display the total points scored during the post game
stats; if the Player 3 display shows “OFF,” the total
points scored will not be displayed. If the Player 4
display shows “Std,” the game will display all of the
standard dart feats; if the Player 4 display shows
“NDA,” the game will only display the new NDA feat
information; if the Player 4 display shows “ALL,” the
game will display all of the stats after a game. Press
the DOUBLE IN/WILD & CRAZY button to toggle the
Total Points Scored display on and off. Press the
TEAM button to step between Standard stats, NDA
stats and All stats. The charst below show which stats
are displayed in the order in which they appear.
’01 Stats Display (’01 Games/Hi-Score/Lo-Score
STD
NDA
ALL
ENDING SCORE
ENDING SCORE
ENDING SCORE
Points-Per-Dart
(PPD)
Total Darts Thrown
(TDT)
Total Darts Thrown
(TDT)
Points-Per-Round
(PPR)
Total Points
Scored* (TPS)
Total Points
Scored* (TPS)
Total Darts Thrown
(TDT)
Points-Per-Dart
(PPD)
Total Points
Scored* (TPS)
Points-Per-Round
(PPR)
HAT TRICKS
HAT TRICKS
TONS
TONS
*Total Points Scored can be turned On/Off by toggling
the DOUBLE IN/WILD & CRAZY button
COPYRIGHT © 1996 MERIT INDUSTRIES, INC.
10
SCORPION™ 9000 MANUAL
PM0015-0B
Cricket Stats Display
STD
NDA
ALL
ENDING SCORE
ENDING SCORE
ENDING SCORE
Hits-Per-Round
(HPR)
Total Hits Thorwn
(THT)
Total Hits Thorwn
(THT)
HAT TRICKS
Total Darts Thrown
(TDT)
Total Darts Thrown
(TDT)
WHITE HORSES
Hits-Per-Round
(HPR)
9 MARK ROUND
WHITE HORSES
8 MARK ROUND
9 MARK ROUND
7 MARK ROUND
8 MARK ROUND
6 MARK ROUND
7 MARK ROUND
5 MARK ROUND
6 MARK ROUND
5 MARK ROUND
Sub-Test U - Date Setup
The temporary score display will show “dAt” to
indicate the date setup mode. The date, month and
year are shown in the Player 1, 2 and 4 displays.
Use the ‘01 game button to select the “date” field, the
‘01 Equal button to select the “month” field and the
321/Shanghai/Baseball button to select the “year”
field. When one of these buttons is pressed, an
indicator (a raised “c”) is displayed in the active field
and the corresponding player lamp is lit. Use the
Double In button to increment the value of the
selected field; use the Double Out button to
decrement the selected field.
Sub-Test V - Clock Setup
The temporary score display will show “CLC” to
indicate clock setup mode. The hour, minutes and
day of the week are shown in the Player 1, 2 and 4
displays, respectively.
Use the ‘01 game button to select the “hour” field, the
‘01 Equal button to select the “minutes” field and the
321/Shanghai/Baseball button to select the “day”
field. When one of these buttons is pressed an
indicator will appear in the active field and the
corresponding player lamp is lit. Use Double
In/Double Out to increment/decrement the selected
field. (For the day of the week, 1=Sunday and
7=Saturday.)
NOTE:
IF A RAM CLOCK IS NOT INSTALLED THIS
FEATURE WILL NOT FUNCTION.
Sub-Test W - Happy Hour Setup
The temporary score display will show “HHx.” The “x”
indicates the day of the week (1-7). The default setup
for the happy hour timer is 17:00 (5 PM). The starting
time appears in the Player 1 and 2 displays and the
ending time appears in the Player 3 and 4 displays. If
the starting time is greater than, or equal to the
ending time, the feature is considered inactive.
Use the “TEAM” button to step through the timers for
each day of the week. Use the ‘01 game button to
select the “starting time hours” field, the ‘01 Equal
button to select the “starting time minutes” field, the
321/Shanghai/Baseball button to select the “stopping
time hours” field and the Hi-Score/Lo-Score button to
select the “stopping time minutes” field.
Use the Double In button to increment the value in the
selected field and the Double Out button to
decrement the value.
NOTE:
IF A RAM CLOCK IS NOT INSTALLED THIS
FEATURE WILL NOT FUNCTION.
Once all of the sub-tests of the Custom Coin
Setup/Books display test have been performed, press
the “PLAYER CHANGE” button to select the
remaining tests. Each press of the button will initiate a
different test, starting with test 01 and ending with test
17.
Test 01 through Test 10 - 7 Segment Display,
LED and Lamp Tests
Run tests 01 through 10 to check each of the game’s
displays/LEDs/lamps. Each numbered test will light a
different row/display. If a bulb is out, directions for
changing it can be found in the maintenance section
of the manual.
Test 11 - Target Test
Test the target by pressing each of the segments.
The target test will display the value of each segment
pressed in the Player 2 display (the ‘01 lamp indicates
single; the Equal lamp indicates double; the
321/Shanghai/Baseball lamp indicates triple). When a
closure is detected a tone will sound. Another tone
will sound when the segment is released. The Player
3 and 4 displays will show “target”.
Test 12 - Button/Lamp Test
COPYRIGHT © 1996 MERIT INDUSTRIES, INC.
PM0015-0B
SCORPION™ 9000 MANUAL
11
The button/lamp test will illuminate the lamp
corresponding to each button pressed. The Player
displays will show “button tESt.”
NOTE:
THE START/PLAYER CHANGE BUTTON WILL
ALWAYS ILLUMINATE AND SOUND A TONE WHEN
PRESSED.
Test 13 - Missed Dart/Auto Player Change Test
The missed dart detector test will illuminate the ‘01
lamp and the Player 1 lamp when a missed dart is
detected. The automatic player change will flash the
‘01 Equal and Player 2 lamps when a person is
detected in front of the machine. The Player 1 display
will show “tap,” the Player 3 display will show “a.p.c.”
and the Player 4 display will show “-hi” or
“-lo” if the missed dart detector/automatic player
change feature is enabled. The display will show “NU”
if the feature is disabled.
NOTE:
THE PLAYER 4 DISPLAY WILL SHOW “-HI” WHEN
THE ULTRASONIC UNIT IS TURNED “OFF” DURING
A PLAYER’S TURN, AND “-LO” WHEN THE UNIT IS
TURNED “ON.”
Test 14 - DIP Switch Test
The temporary score display will show “DIP” to
indicate the test. The DIP switch settings will be
shown with vertical bars on the Player score displays.
Switch bank 1 is shown in the Player 1 and 2 displays
(with switch 1 to the left) and switch bank 2 will be in
the Player 3 and 4 displays (switch 1 on the left). A
vertical bar on top indicates the switch is on; a vertical
line on the bottom indicates the switch is off.
Test 15 - Program Version Display
“Pro” will be displayed in the temporary score display
indicating program version and the program version
number will appear in the Player 1 display. The
current revision level will be shown in the Player 2
display. The actual program number will be shown in
the Player 3 and 4 displays.
Test 16 - Coin Mechs Test
This allows the operator to test the coin mechs
without adding credits. When a coin is deposited the
coin song is played and the mech number is
displayed on the overhead, but no credits are added.
CLEARING BOOKS/RESET MODE
Contact Merit Customer Service, at 1-800-445-9353,
for information concerning “Clearing Books/Reset
Mode.”
COPYRIGHT © 1996 MERIT INDUSTRIES, INC.
12
SCORPION™ 9000 MANUAL
PM0015-0B
MAINTENANCE
Bulb Replacement
To replace the light bulbs for REMOVE DARTS and
THROW DARTS:
1. Unlock and open the target section door.
2. Locate the defective bulb.
3. Pull the bulb to remove it.
4. Replace with a GE #161 bulb.
To replace the light bulbs for the Push-button Switch
or Coin Lamp:
1. Unlock and open the control panel or coin mech
door.
2. Locate and remove the defective bulb.
3. Replace with a GE #161 BULB.
To replace the bulbs in the overhead display:
1. Loosen the 6 screws that secure the bezel to the
frame and slide it off the chassis.
2. Locate the defective bulb.
3. Pull the bulb to remove it.
4. Replace with a GE #79 bulb.
5. Replace the bezel and secure with screws.
Target Maintenance
REMOVING BROKEN TIPS
Broken tips can sometimes be pushed into the cavity
behind a segment and cause the segment to stick. If
this happens you will have to remove the target matrix
switch assembly to remove the tip.
1. Open the target door section.
2. Carefully remove the backboard and clean out all
broken tips.
3. Reassemble the backboard assembly, making
sure the latches are secure.
CLEANING THE CABINET
The cabinet, Lexan display and front base panel
should all be cleaned with a damp cloth and mild
detergent. The Lexan can be cleaned with a solution
for Plexiglas or acrylic surfaces.
NOTE:
NEVER SUBMERGE THE TARGET OR SEGMENTS
IN WATER.
COPYRIGHT
1996 MERIT INDUSTRIES, INC.
PM0015-0B
SCORPION™ 9000 MANUAL
13
Figure 4 - OVERHEAD AND TARGET SECTIONS - INTERNAL VIEW (FLOOR MODEL)
COPYRIGHT
1996 MERIT INDUSTRIES, INC.
14
SCORPION™ 9000 MANUAL
PM0015-0B
COPYRIGHT
1996 MERIT INDUSTRIES, INC.
PM0015-0B
SCORPION™ 9000 MANUAL
15
Figure 5 - OVERHEAD AND TARGET SECTIONS - INTERNAL VIEW (WALL MOUNT MODEL)
COPYRIGHT
1996 MERIT INDUSTRIES, INC.
16
SCORPION™ 9000 MANUAL
PM0015-0B
Figure 6 - CONTROL PANEL SECTION - INTERNAL VIEW (FLOOR MODEL)
COPYRIGHT
1996 MERIT INDUSTRIES, INC.
PM0015-0B
SCORPION™ 9000 MANUAL
17
COPYRIGHT
1996 MERIT INDUSTRIES, INC.
18
SCORPION™ 9000 MANUAL
PM0015-0B
Figure 7 - REAR VIEW (FLOOR MODEL)
Figure 8 - TARGET SECTION HINGE IN LOCKED & UNLOCKED POSITIONS
(FLOOR MODEL)
COPYRIGHT
1996 MERIT INDUSTRIES, INC.
PM0015-0B
SCORPION™ 9000 MANUAL
19
Figure 9 - INTERNAL VIEW - TARGET SECTION
(FLOOR MODEL)
COPYRIGHT
1996 MERIT INDUSTRIES, INC.
20
SCORPION™ 9000 MANUAL
PM0015-0B
Figure 10- FRONT VIEW (FLOOR MODEL)
COPYRIGHT
1996 MERIT INDUSTRIES, INC.
PM0015-0B
SCORPION™ 9000 MANUAL
21
WOOD STUDDED WALLS
BRICK/CONCRETE WALLS
METAL STUDDED WALLS
CINDER BLOCK
WALLS
Figure 11 - WALL STUDS
Figure 12 - MOLLY BOLTS
Figure 13 - WALL BRACKET
Figure 14 - LOCATION OF PRICE DECAL
68”
FROM
FLOOR
FLOOR
CENTER LINE OF
STUD
SEE FIGURE 12
FOR MOUNTING
HARDWARE.
SEE FIGURE 11 FOR MOUNTING
HARDWARE TO BE USED WITH THE
TYPE OF WALL ON WHICH YOUR
GAME IS TO BE MOUNTED.
SEE FIGURE 12 FOR MOUNTING
HARDWARE TO BE USED WITH
THE TYPE OF WALL ON WHICH
YOUR GAME IS TO BE MOUNTED.
PLEASE NOTE HARDWARE IS TO
BE INSTALLED ON THE TOP AND
BOTTOM OF THIS BRACKET.
INSTRUCTIONS FOR PLASTIC OR
LEAD EXPANSION ANCHORS:
1.
DRILL AS REQUIRED
2.
HAMMER ANCHOR FLUSH TO
WALL (STEP 1)
3.
USE A #10x 1” LONG SHEET
METAL SCREW W/WASHER (if
needed). PUT THROUGH HOLE
IN WALL BRACKET &
TIGHTEN (STEP 2)
INSTRUCTIONS FOR HOLLOW
WALL ANCHORS:
1.
DRILL A 5/16” HOLE
2.
INSERT ANCHOR AND
TIGHTEN (STEPS 1 & 2)
3.
PLACE SCREW AND WASHER
THROUGH HOLE IN WALL
BRACKET AND TIGHTEN
(STEP 3)
FOR USE WITH
HOLLOW WALLS
ONLY
FOR USE WITH
CINDER BLOCK,
BRICK OR
CONCRETE
WALLS ONLY
COPYRIGHT
1996 MERIT INDUSTRIES, INC.
22
SCORPION™ 9000 MANUAL
PM0015-0B
FACTORY DIP SWITCH SETTINGS - PROGRAM 4978-XX
DIP SWITCH #1
OFF
ON
CRICKET - NORMAL GAME
1
×
INCREASE CRICKET COST BY 1 CREDIT, ADD
10 ROUNDS
NO STATS DISPLAYED IN WIN MODE
2
× STATS DISPLAYED IN WIN MODE
MISSED DART DETECTOR/AUTO PLAYER
CHANGE INACTIVE
3
× MISSED DART DETECTOR/AUTO PLAYER
CHANGE ACTIVE
SOLID BULLSEYE IN ALL CRICKET
GAMES
4
×
SPLIT BULLSEYE IN ALL CRICKET GAMES
SOLID CRICKET BULLSEYE 25 POINTS
5
× SOLID CRICKET BULLSEYE 50 POINTS
SOLID BULLSEYE ALL GAMES BUT
CRICKET
6
×
SPLIT BULLSEYE ALL GAMES BUT CRICKET
SOLID BULLSEYE NOT VALID FOR ‘01
DOUBLE IN/DOUBLE OUT
7
× SOLID BULLSEYE VALID FOR ‘01 DOUBLE
IN/DOUBLE OUT
TARGET ALARM OFF
8
× TARGET ALARM ON
DIP SWITCH #2
OFF
ON
SET FOR FIXED OVERHEAD DISPLAY
1
× SET FOR VARIABLE OVERHEAD DISPLAY
SET WILD & CRAZY CRICKET SEGMENT
RANGE TO 7 THROUGH 20
2
×
SET WILD & CRAZY CRICKET SEGMENT
RANGE TO 1 THROUGH 20
BONUS MATCH FEATURE DISABLED
3
× BONUS MATCH FEATURE ENABLED
IDLE MODE PROMOTIONAL CREDIT
(FREE PLAY) DISABLED
4
× IDLE MODE PROMOTIONAL CREDIT (FREE
PLAY) ENABLED
TEAM GAME COSTS ARE DEFAULTED
5
×
TEAM 301 AND 501 GAMES COST 1 CREDIT
PER PLAYER
SOLO CHALLNEGER® NO EXTRA
CREDIT
6
×
SOLO CHALLENGER® ADDS 1 CREDIT
FROZEN PLAYER GOING OUT -
OPPOSING TEAM WINS (NDA RULES)
7
×
FROZEN PLAYER GOING OUT - TEAM BUSTS,
PLAYER LOSES 1 TURN (EUROPEAN RULES)
TEAM CRICKET - EITHER PLAYER
CLOSES TO WIN
8
× TEAM CRICKET - BOTH PLAYERS CLOSE TO
WIN
COPYRIGHT
1996 MERIT INDUSTRIES, INC.
PM0015-0B
SCORPION™ 9000 MANUAL
23
GAME OPTIONS AND ROUND LIMITS TABLES
Games and Options
*All ‘01 options can be combined except Masters Out cannot be combined with Double In or Double Out.
‡All Cricket options can be combined except No-Score cannot be combined with either the Cut Throat or Team
options.
Round Limits Tables
ROUND LIMITS TABLE 1
PROGRAM 4978-XX
NONE
CRIC
ALL
LONG
301
NONE
NONE
10
15
501
NONE
NONE
15
20
701
NONE
NONE
20
25
801
NONE
NONE
25
30
901
NONE
NONE
25
30
1001
NONE
NONE
25
30
Hi-Score
7-10
7-10
7-10
7-10
321 Zap
15
15
15
15
Burma Road
9
9
9
9
Shanghai
7
7
7
7
Baseball
9
9
9
9
Cricket*
NONE
20/30
20/30
25/35
Crazy Cricket*
NONE
20/30
20/30
25/35
Pick-It Cricket*
NONE
20/30
20/30
25/35
No-Score
Cricket*
NONE
10/20
10/20
15/25
*DIP Switch 1-1 Off/On
GAMES
301/501/701/
801/901/1001
Hi
Score
Burma
Road
321
Zap
Shanghai
Baseball
Cricket
‡
Crazy Cricket
‡
Pick-It Cricket
‡
POSSIBLE
OPTIONS
Open In/Out*
Double In/Out*
Masters Out*
Team*
‘01 Equal Darts™*
NONE
Wild
and
Crazy
Double In/Out
Masters Zap
Team
NONE
NONE
Cut Throat
‡
Team
‡
No Score
‡
Wild & Crazy
COPYRIGHT
1996 MERIT INDUSTRIES, INC.
24
SCORPION™ 9000 MANUAL
PM0015-0B
PARTS LIST - SCORPION™ 9000 - USA
Floor Model
CABINET AND HARDWARE PARTS
1
WD2836-01
CABINET, U/R D2, BASE
2
MW1728
CONTROL PANEL, U/R D2
3
WD2831-01
CABINET, U/R D2, TARGET
4
HW8991
HINGE, U/R D2
5
HW8992
HINGE PIN SCORPION FOLD-DOWN
6
HW8960
LEG LEVELER, 3/8-16”
7
HW8716
LOCK, FLAT, STR, #564, 1-7/16
8
HW8986
FACE PLATE LEAGUE SLOT ABS
9
HW8198
COIN HOLDER GENERIC BLACK W/YL
10
HW8933
STANDOFF, BLIND HOLE, 1/4”
11
SB1958-04
OVERHEAD, SCORPION 9000
12
HW8985
ENCLOSURE, OVERHEAD, PLASTIC
13
MW1723
BRACKET, ANTI-FOLD
HARNESSES AND CABLES
14
EC2185
CABLE, RIBBON, CPU TO MATRIX, 27”
15
SA1554
CABLE, RIBBON, CPU TO OVERHEAD, 2X20 59”
16
SB1596-01
HARNESS, TARGET SECTION
ACCESSORIES
x
SB1646-01
BAR DART PACK W/ WHITE TIPS
x
SB3000
KIT, SAFETY CHAIN HARDWARE
17
SB1830
321 ZAP® PROMOTION KIT
TARGET PARTS
18
HW8012
TARGET MAT, RUBBER, NEOPRENE 093
19
SA8704
MATRIX/WOOD ASSEMBLY, LGTGT-S
20
SB1484
SPIDER W/SEGMENTS, LGTGT-S, BLACK-4 COLORS
x
DS2001
CATCH RING SEGMENT, LGTGT-XS, BLACK
x
DS2009
CATCH RING CAP, BLACK
x
DS0073
SPIDER, LGTGT-S, BLACK
21
HW6366
MATRIX MOUNTING POST, KNURLED
22
HW5250
TARGET SPACER, FLATWASHER
SEGMENT KITS FOR BLACK SPIDERS
x
DS5078
SEGMENT KIT SINGLE, LGTGT-S, CREAM (10 EACH)
x
DS5079
SEGMENT KIT DOUBLE/TRIPLE, LGTGT-S, GREEN (10 EACH)
x
DS5085
SEGMENT KIT DB/TP/OB, LGTGT-S, RED (10 EACH DOUBLE, TRIPLE; 1 OUTER BULL)
x
DS5087
SEGMENT KIT SGL/IB, LGTGT-S, BLACK (10 EACH DOUBLE, TRIPLE; 1 OUTER BULL)
DECALS AND DISPLAYS
23
GL1700-01
DECAL, BASE, SCORPION, U/R D2, GRAY
24
GL1734-22
DECAL, INSTR., 9000/321, ENG
25
GL1701-01
DECAL, TARGET, SCORPION, U/R D2, GRAY
26
GL1708
DECAL, FOOT RAMP, U/R D2
27
GL1703-01
DECAL, CONTROL PANEL, U/R D2, SCORPION
28
GL2779
PLEXI, DISPLAY, OVERHEAD, 9000, SCORPION
29
GL1004-01
DECAL, 321 ZAP PLAYED HERE
57
GL1725
DECAL, CANCEL GAME INSTRUCTIONS, ENG
58
GL1706
DECAL, CANCEL GAME BUTTOIN, ENG
COPYRIGHT
1996 MERIT INDUSTRIES, INC.
PM0015-0B
SCORPION™ 9000 MANUAL
25
59
GL1745-05
INSTRDCL, EQUALIZER/PPD/HPR, ENG
COIN MECHS (WITHOUT HARNESSING)
30
HW8230
COIN DOOR DBL-5/8” DUAL 25C
ELECTRICAL/ELECTRONIC COMPONENTS
31
EC2001
CORD, POWER, U.S.A.
32
SB1637
SPEAKER ASSEMBLY, 6”, U/R D2
33
SB1441-02
TRANSDUCER ASSY, PIEZO, 7.0”LEADS (MICROPHONE ASSEMBLY)
34
SB1905
TRANSDUCER ASSY, ULTRASONIC (PLAYER CHANGE SENSOR)
35
SB1796-0A
LAMP ASSY, F15T8CW, 120V, CL79
36
TA10005-01
PRINTED CIRCUIT ASSEMBLY, OVHD, LED, RNDM, CRKT
37
SA1787-21
PRINTED CIRCUIT ASSEMBLY, MAIN CIRCUIT BOARD (STG01)
38
SA1786
PRINTED CIRCUIT ASSEMBLY, TARGET MICROPHONE INTERFACE (RDP28 BOARD)
39
EC7533
SWITCH MODE P/S, DART
40
SB1573-02
FILTER ASSEMBLY, POWER ENTRY, #10 LUG
LAMPS AND SWITCHES
41
LB1150
BULB T 3-1/4”,14V, GE #161 (10 PACK - SWITCHES & COIN MECHS)
42
LB2100
LAMP, FLUORESCENT, 15”, F15T8CW
43
SW3044
PB ASSY, SMRD, BLK, BLANK
44
SW1565
*PBBODY, RECTANGULAR, RED, 301-1001
45
SW1581-02
*PBBODY, RECTANGULAR, GREEN, EQUAL DARTS™/SPOT CRICKET
46
SW0003-02
*PBBODY, RECTANGULAR, RED 321/SHANGHAI/BSAEBALL
47
SW0002-02
*PBBODY, RECTANGULAR, RED, HI-SCORE/BRMA
48
SW1582-02
*PBBODY, RECTANGULAR, RED, CRICKET/CRAZY CRICKET/PICK-IT CRICKET
49
SW1583-02
*PBBODY, SMALL SQUARE, AMBER, DOUBLE IN/WILD & CRAZY CRICKET
50
SW1984-01
*PBBODY, SMALL SQUARE, AMBER, DOUBLE OUT/NO SCORE CRICKET
51
SW1985-01
*PBBODY, SMALL SQUARE, AMBER, MASTER/CUT THROAT CRICKET
52
SW1608-01
*PBBODY, SMALL SQUARE, AMBER, TEAM
53
SW1591
*PBBODY, RECT, AMBER, SOLO
54
SW1623
*PBBODY, FLUSH MOUNT, LARGE SQUARE, RED, PLAYER CHANGE
55
SW1609
*PBBODY, SMALL SQUARE, AMBER, SPLIT BULL
56
SW4024
SWITCH, ROCKER, DPST, 250V (ON/OFF SWITCH)
*PBBODY = PUSH-BUTTON BODY
COPYRIGHT
1996 MERIT INDUSTRIES, INC.
26
SCORPION™ 9000 MANUAL
PM0015-0B
SCORPION™ 9000 SPARE PARTS LIST
Wall Mount Model
CABINET AND HARDWARE PARTS
1
HW8716
LOCK, FLAT, STR, #564, 1-7/16”
2
MW4028
BRACKET, HOOD, LEFT, WD2
3
MW4029
BRACKET, HOOD, RIGHT, WD2
4
WD2821
COVER, HOOD EXTENSION
5
HW8985
OVERHEAD ENCLOSURE
HARNESSES AND CABLES
6
EC2184
CABLE, RIBBON, 2 x 12, 39”
7
SA1555
CABLE, RIBBON, 2 x 20, 38”
8
SB1939-01
HARNESS, MAIN, WD3
ACCESSORIES
x
GL4075
DECAL, “BULL STARTS HERE”
x
SB1646-01
BAR DART PACK W/ WHITE TIPS
x
SB1893-01
HARDWARE ASSEMBLY PACK
9
SB1830-01
321 ZAP® PROMOTION KIT
TARGET PARTS
10
HW8012
TARGET MAT, RUBBER, NEOPRENE 093
11
SA8704
MATRIX/WOOD ASSEMBLY, LGTGT-S
12
HW6366
MATRIX MOUNTING POST, KNURLED
13
HW5250
TARGET SPACER, FLATWASHER
14
SB1484
SPIDER W/SEGMENTS, LGTGT-S, BALCK-4 COLORS
x
DS2001
CATCH RING SEGMENT, LGTGT-XS, BLACK
x
DS2009
CATCH RING CAP, BLACK
x
DS0073
SPIDER, LGTGT-S, BLACK
SEGMENT KITS
x
DS5078
SEGMENT KIT SINGLE, LGTGT-S, CREAM (10 EACH)
x
DS5079
SEGMENT KIT DOUBLE/TRIPLE, LGTGT-S, GREEN (10 EACH)
x
DS5085
SEGMENT KIT DB/TP/OB, LGTGT-S, RED (10 EACH DOUBLE, TRIPLE; 1 OUTER
BULL)
x
DS5087
SEGMENT KIT SGL/IB, LGTGT-S, BLACK (10 EACH DOUBLE, TRIPLE; 1 INNER BULL)
DECALS AND DISPLAYS
15
GL1725
DECAL, CANCEL GAME INSTRUCTIONS
16
GL1004-01
DECAL, 321 ZAP PLAYED HERE
17
GL1003-08
INSTR, SOLO/SPOT/HC/PPD, GRY, ENG
19
GL1706
DECAL, CANCEL GAME BUTTON
20
GL2700
DECAL, TARGET, SCORPION WD2
21
GL2730-18
DECAL, INSTR, BULL, ENG
22
GL2779
PLEXI, DISPLAY, OVERHEAD, 9000, SCORPION
COIN MECH PARTS
23
HW8248
COIN MECH, BLACK, SINGLE/25C CCI
24
MW4022
COIN BOX, PT2W
25
MW4023
COVER, COIN BOX, MECHANICAL COIN REJECTOR, WD2
LAMPS AND SWITCHES
26
LB2100
LAMP, FLUORESCENT, 15” F15T8CW
27
SW3044
PB ASSEMBLY, SMALL ROUND, BLACK, BLANK
COPYRIGHT
1996 MERIT INDUSTRIES, INC.
PM0015-0B
SCORPION™ 9000 MANUAL
27
28
SW1623
*PBBODY, FLUSH MOUNT, LARGE SQUARE, RED, PLAYER CHANGE
*PBBODY = PUSH-BUTTON BODY
ELECTRICAL/ELECTRONIC COMPONENTS
29
EC2001
CORD, POWER, U.S.A.
30
EC2005
LATCH, POWER CORD
31
SA4084
SPEAKER ASSEMBLY, 4”
32
SB1441-02
TRANSDUCER ASSY, PIEZO, 7.0” LEADS (MICROPHONE ASSEMBLY)
33
SB1905
TRANSDUCER ASSY, ULTRASONIC (PLAYER CHANGE SENSOR)
34
TA10005-01
PRINTED CIRCUIT ASSY, OVERHEAD, SCORPION 9000
35
SB1509
LAMP ASSY, F15T8CW, 120V, CL79 (OVERHEAD LIGHT ASSEMBLY)
36
SB1958-05
OVERHEAD ASSEMBLY 120V, WD3
37
EC7533
POWER SUPPLY, SW, 110V, +5/+12
38
SB1588-03
POWER ENTRY ASSEMBLY, WD3, 120V, SW P/S
39
SA1787-21
PRINTED CIRCUIT ASSY, CPU/SONIC, LED DART
40
SA1786
PRINTED CIRCUIT ASSY, TARGET/MICROPHONE INTERFACE (RDP28 BOARD)
41
SA1808-01
PRINTED CIRCUIT ASSY, PUSH-BUTTON CONTROL PANEL, WD3 (RDP31 BOARD)
44
SW4024
SWITCH, ROCKER, DPST, 250V (ON/OFF SWITCH)
COPYRIGHT
1996 MERIT INDUSTRIES, INC.
28
SCORPION™ 9000 MANUAL
PM0015-0B
TROUBLESHOOTING (MERIT CUSTOMER SERVICE 1-800-445-9353)
PROBLEM
ACTION
No sound, overhead display or overhead
light.
Check AC outlet for power.
Check for blown fuse.
Sound and overhead display function, but
no overhead light.
Check fluorescent tube.
Check lamp starter
No power up sound or overhead display,
but overhead lamp turns on.
Check all connectors to power supply, AC input, +5V, and +12V
outputs. +5V output must be >5.2V
Check power connections to J1 on the STG01 board.
Power-up sound & overhead lamp
function, but no overhead display.
Check 40-wire ribbon cable from STG01 to the overhead PC board
for proper fit.
Replace the overhead unit as necessary.
No sound.
Adjust volume control R25 on STG01 board.
Check the connections to the speaker.
Check for the presence of +12V on the power supply.
Replace STG01 board or the speaker as necessary.
RAM reset on every power-up.
Replace the RAM
Replace the STG01 board as necessary.
No push-button lamps light.
Check proper connection of lamp connector J4 on STG01.
Check black common wire loop to each lamp.
Check for presence of +12V.
Replace the STG01 board as necessary.
Individual overhead LEDs do not light.
Check the LED. Use a multimeter.
Replace the driver IC as necessary.
Some or no buttons or coin inputs work on
the STG01 board.
Check proper connection of switch connector J3.
Check green common wire loop to each switch.
Check each switch for functionality.
Replace STG01 board as necessary.
Coin jam display.
Check the coin switch mechanism for a possible jammed coin.
Check the actual coin switch for jammed lever.
Ensure that the switch wiring connects the normally open contacts.
Stuck segment display.,
Check that the nuts holding the target back board are finger tight.
Check for broken tips wedged between a segment and the spider.
Check for broken tips stuck behind a segment.
No missed darts detected, auto player
change not working.
Switch position 3 on DIP switch 1 must be ON; check for correct
DIP switch settings.
RDP28 has not been properly connected to STG01 for missed
darts; also check microphone connection.
Check ultrasonic cable connection to J9 of STG01.
Player change works but no missed darts
are detected.
Check the microphone connections to the RDP28 board.
Check for correct DIP switch settings.
Automatic player change does not work.
Check for correct DIP switch settings.
Is the cable from the ultrasonic transducer connected correctly to J9
on STG01?
Replace the ultrasonic transducer.
Replace the STG01 board.
Only some missed darts are detected.
Replace the RDP28 board.
COPYRIGHT
1996 MERIT INDUSTRIES, INC.
PM0015-0B
SCORPION™ 9000 MANUAL
29
Merit Limited Warranty for
Coin-Operated Dart Machines
Merit Industries, Inc., warrants the Scorpion
TM 9000
dart machines to be free from defects in material and
workmanship for a period of twenty-four months from
the date of delivery or twenty-five months from the
date of shipment from its facilities, whichever occurs
first. The warranty covers all major components
except the coin mechanism, which is governed by
the original manufacturer's warranty.
Consumables such as fuses, light bulbs, switches,
line cords and target rubber mats are warranted for a
period of six months from the date of delivery or
seven months from date of shipment, whichever
comes first
Failure or damage due to misuse, vandalism,
excessive or intentional abuse, operation outside
specified conditions (including but not limited to
improper electrical power source), normal wear and
tear, fire, water damage, acts of God, acts of war
and civil unrest, are specifically excluded. Damage
resulting from improper servicing by unqualified
personnel is also excluded. Cabinet damage
resulting from normal wear and tear or
customer/user abuse is not included
Merit products are carefully inspected and thoroughly
tested prior to packing and shipment. Any damage
discovered upon receipt of goods, whether obvious
or concealed, must be reported immediately to the
delivering carrier and claims made directly to them.
Merit assumes no responsibility for damages once
the product has left its facilities, and any disputes
regarding transportation damage must be resolved
with the shipping company(s).
Merit will repair or replace, at its option, any
component, part or subassembly that fails under
warranty, provided that the failed item is returned,
shipping charges prepaid, to Merit's repair facility
and Merit is notified of the failure within the warranty
period. Merit reserves the right to request the serial
numbers of the item and/or game which has failed,
and copies of sales invoices, bills of lading or other
documents as required to determine the validity of
the warranty coverage.
Merit's obligation shall be limited to repair or
replacement, as stated above, and shall specifically
exclude any liability for consequential damage or
loss of earnings.
Merit may, at its discretion, provide replacement
parts under warranty prior to receiving defective
items without incurring any ongoing obligation to
extend such accommodations.
The above terms and conditions constitute the sole
obligation, written or implied, of Merit Industries
under its warranty coverage.
FCC WARNING:
THIS EQUIPMENT COMPLIES WITH THE
REQUIREMENTS IN PART 15 OF FCC RULES
FOR A CLASS "A" COMPUTING DEVICE.
OPERATION OF THIS EQUIPMENT IN A
RESIDENTIAL AREA MAY CAUSE
INTERFERENCE TO RADIO AND TV RECEPTION
REQUIRING THE OPERATOR TO TAKE
WHATEVER STEPS ARE NECESSARY TO
CORRECT THE INTERFERENCE.
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